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Wwise Footstep Implementation

  • Charlie Carroll
  • May 30, 2019
  • 2 min read

This is a video showing how I implement footsteps in Wwise. For this example I am showing the implementation for the enemy, Bauul. I created a six different footsteps for metal and concrete, three for the left foot and three for the right. For the player I created 8 footsteps for metal, tile, concrete, stone and sand however, due to the time I had I only made footsteps for two different materials for Bauul and used the concrete ones for tile and stone as well.

To implement them I created a 'switch container' and then placed a 'sequence container'. Inside this I then put two 'random containers' one for the left foot and one for the right, it's in these where I put the audio files. The switch container then needs to be told what it need to switch between, in this case you set the group to materials and the default switch state to concrete. All the materials are listed as these have been written in the code of the game. You then drag the metal footstep sequence container to the correct material you want which of course in this example is metal. In the sequence container you also need to drag the random containers into the playlist on the right. You can then use the transport bar to play the sounds and you can see the blue arrow switch between the left and right one after the other. The final stage is to assign the switch container to the Bauul - Foot event.

There's an extra element to the player's footsteps which is to add a silent audio file into the sequence container and then drag this silence in to the playlist of this container once after the left foot and again after the right. This is because the footsteps trigger quickly so it sounds like a cartoon sprint and by adding in the silence you create a bit of space making the movement seem more natural.


 
 
 

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