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sound asset conversions - materials
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3 changed files with 15 additions and 9 deletions
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@ -231,7 +231,8 @@ Material::Material()
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mFootstepSoundId = -1; mImpactSoundId = -1;
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mImpactFXIndex = -1;
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mFootstepSoundCustom = 0; mImpactSoundCustom = 0;
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INIT_ASSET(CustomFootstepSound);
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INIT_ASSET(CustomImpactSound);
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mFriction = 0.0;
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mDirectSoundOcclusion = 1.f;
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@ -476,7 +477,7 @@ void Material::initPersistFields()
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"- 16: PlayerData::impactWaterHard\n"
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"- 17: PlayerData::exitingWater\n");
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addField("customFootstepSound", TypeSFXTrackName, Offset(mFootstepSoundCustom, Material),
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INITPERSISTFIELD_SOUNDASSET(CustomFootstepSound, Material,
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"The sound to play when the player walks over the material. If this is set, it overrides #footstepSoundId. This field is "
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"useful for directly assigning custom footstep sounds to materials without having to rely on the PlayerData sound assignment.\n\n"
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"@warn Be aware that materials are client-side objects. This means that the SFXTracks assigned to materials must be client-side, too.");
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@ -488,7 +489,7 @@ void Material::initPersistFields()
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"What FX to play from the PlayerData sound list when the player impacts on the surface with a velocity equal or greater "
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"than PlayerData::groundImpactMinSpeed.\n\n"
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"For a list of IDs, see #impactFXId");
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addField("customImpactSound", TypeSFXTrackName, Offset(mImpactSoundCustom, Material),
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INITPERSISTFIELD_SOUNDASSET(CustomImpactSound, Material,
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"The sound to play when the player impacts on the surface with a velocity equal or greater than PlayerData::groundImpactMinSpeed. "
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"If this is set, it overrides #impactSoundId. This field is useful for directly assigning custom impact sounds to materials "
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"without having to rely on the PlayerData sound assignment.\n\n"
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