Pixel Game Maker MV

Pixel Game Maker MV

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Creating Sound Effects for Footsteps by Kohei Gallery (Shooting Chicken)
由 PixCube 制作
English Version of the Japanese guide available on: https://tkool.jp/act/tsukler/03_01.html
   
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Creating Footstep Sound Effects
In Pixel Game Maker MV, you can set footsteps sounds effects that are played when the characters move. Creating a single footstep sound effect is easily managed with Pixel Maker MV.



Select a motion on the Animation settings tab, then select the frame where you want the footstep sound effect to be triggered. The Play Sound Effect item can be found under Basic Settings on the right.




Check "Play Sound Effect" and select the sound you want from the list. This is all that's required to play a footstep sound effect, but the sound effect will be the same for all kinds of terrain.

Managing Different Footstep Sounds for Different Terrains

In Shooting Chicken, the footstep Sound Effects are set to be different depending on the terrain. As mentioned in scene creation, Dound Effect Detection ID tiles can be used to manage footstep sounds.



















In Shooting Chicken, instead of setting the Sound Effects to the Animation as we just explained, the Sound Effect is a separate footstep Object set to the player Object's movement action. The footstep ID is read from the sound effect detection ID tiles and assigned as a Common Variable to the action with the footstep ID attributed to it. With the footstep ID variable, it's possible to play various different footstep sounds. By assigning objects to roles in this way, it's possible to create more complex processes.

Changing Footsteps According to the Objects
So we've set the footsteps to change depending on the terrain, but there's still one problem to address; how to handle when the characters are standing on top of an Object. If the footstep sounds don't also change when the character is on top of an Object, it will seem strange.


Unlike tiles, these Objects cannot be assigned an area ID. When not in contact with a Sound Effect Detection ID tile, footstep Objects are assigned an area setting variable of -1. As there is no -1 footstep ID, no footstep sound will be played. It's for this reason that there needs to be a footstep ID included in the common variables; a footstep ID needs to exist for when the characters are on top of Objects.




Prepare an action that defines the footstep ID when on top of an Object. Set the Link Condition for this Action to be when the player character comes from above. In Shooting Chicken, the condition is set as when the player character's Wall Detection comes in contact with the top of the Object's Wall Detection. This completes the basic process for when the character is on an object.



In the Other Runtime Actions section, the footstep ID that matches the Object material is assigned to the footstep ID variable. However, at this point the area settings are in effect and the footstep sound effect will not be played.

At this point it's necessary to set the "Negate Footstep ID Detection" switch. This makes the sound effect detection ID on the tile invalid.




When the "Negate Footstep ID Detection" switch is set to ON for the footstep object, the footstep ID becomes invalid for the action, and the Common Variable footstep ID is not assigned as the tile's sound effect detection ID.
The footstep ID associated with the object is now in effect.