Footstep sounds

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Is there an optimized way of doing this without having to send rpc calls every time a foot step sound is called?

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  • Hi @CarterManley,

    I guess the best way is to handle them on each client individually, which means that each client has to handle them on their own. Since you have synchronized objects, you also know where to place the source of the sound. To detect when you have to play a footstep, I guess you can make use of the animation of the object, which is synchronized as well, and use certain keyframes.
  • CarterManley
    edited August 2018
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    Thanks for the quick response Christian! I ended up using a RPC call, and with two players running at the same time its only about 1-2 messages a second. Footsteps are called every 0.5 - 1 time a second depending on the characters state. I believe I know what your saying though, I've recently been researching animation events. Ill look into it more. Thanks again!