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Old 3rd Sep 2009, 08:45 AM   #1
jaytaylor
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Replacing footsteps on a surface with own sounds

Hello! I am exploring Unreal engine and looking at creating a very short machinima as my own project, and as a demo reel clip for my sound design (sfx, foley, music, voice over recording).

I've gotten ambient, sfx & music tracks into the unreal engine & been able to trigger them, but it seems its harder to replace the footsteps as I imagined, due to the protection the unreal engine has of its cooked packages, and the fact all the floor materials are pre-assigned to sounds within those UT3 cooked packages. I can assign footstep sounds from "other surfaces" - but using my own footstep soundcues in place (not as well) as the default footsteps, I am having difficulty with.

Just wondering if anybody can help me out. I would like to replace the footstep sounds in gameplay if possible, just to demonstrate a map with 100% original sounds & music (for myself and others).

Cheers!

Jay
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Old 3rd Sep 2009, 11:34 AM   #2
Sjosz
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You could open the material editor for the floor materials you are using footstepsounds on, and duplicate the setup to new materials of your own. This way, you have the look of the material you want to use. Then you set up your physical material for your custom footstepsounds and apply that to the material you made based on Epic's material. That's probably the most straightforward way of doing things.
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Old 3rd Sep 2009, 05:47 PM   #3
jaytaylor
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Quote:
Originally Posted by Sjosz View Post
You could open the material editor for the floor materials you are using footstepsounds on, and duplicate the setup to new materials of your own. This way, you have the look of the material you want to use. Then you set up your physical material for your custom footstepsounds and apply that to the material you made based on Epic's material. That's probably the most straightforward way of doing things.
Thanks I will give that a shot
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Old 3rd Sep 2009, 09:22 PM   #4
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Tried that, unfortunately though apparently the engine to that for the sounds, but rather it's a scripted thing (my knowledge of it isn't very strong to describe it better).
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Old 3rd Sep 2009, 09:43 PM   #5
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Your sentence also does not really make a whole lot of sense. If you can screenshot or whatever to describe your problem, I can probably tell you if I can help in any way or not.
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Old 3rd Sep 2009, 09:53 PM   #6
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You'll need a custom Pawn class with its own UTPawnSoundGroup class assigned to it through a custom UTFamilyInfo class.
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Old 3rd Sep 2009, 09:53 PM   #7
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Sorry you are right - I need a vacation! I meant to say "Apparently the engine doesn't look to the physical material to determine the footstep sounds to play, rather it is "scripted" to look at the character name and the material surface type to find the relevant footstep soundcue to use. Ie it is not something easily changed via one of the table properties, in the physical material for example." That is what I seem to be finding, unless I am missing something.

I did find this - http://www.unrealplayground.com/foru...63&postcount=1

Although that must be for a previous Unreal and I am unable to recreate what he has done
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Old 3rd Sep 2009, 09:56 PM   #8
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Quote:
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You'll need a custom Pawn class with its own UTPawnSoundGroup class assigned to it through a custom UTFamilyInfo class.
Thanks, I will look into this method.
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