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Author Topic: Making Audio Footsteps in PlayMaker  (Read 1978 times)

fromfame

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Making Audio Footsteps in PlayMaker
« on: July 08, 2013, 09:29:09 AM »
i know its not the clean way, but i sorta pulled it off + its buggy as hell,

here's a demo:

https://dl.dropboxusercontent.com/u/10240557/Public.html

The problem im having with this is that i can't deactivate/mute clones or OneShotAudio so you'll hear multiple footsteps if you spam the keys.

i tried another way, having 6 AudioSource Components with footsteps on the FPC which one by one will be enabled & disabled through using the "Enable Behavior" action. Though sadly when i chose one of the AudioSources component it saw all 6 as a single Component.

So then i tried a 3rd way and created 6 GameObjects, each dedicated to a single footstep which will be turned on and off and that didn't turn out well either.

If anyone's got any better way of doing this please let me know, thanks and sorry for being hectic.

jeanfabre

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Re: Making Audio Footsteps in PlayMaker
« Reply #1 on: July 09, 2013, 03:09:17 AM »
Hi,
 
You should go for component based, and your issue where it sees only one, is because you need to reference the component itself, not the gameobject, else it picks the very first component it finds.

bye,

 Jean