Original Source
- Original title: Ryusa Footstep Sound Effects System
- Original author: tsunetakaryu
- Original date: December 1, 2015
- Source thread: https://forums.rpgmakerweb.com/threads/ryusa-footstep-sound-effects-system.51963/
- Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Releases (RMMV)
Summary
Ryusa Footstep Sound Effects Systemv1.2Responsive footstep sound efx when actor moving Check this vedio for pireview: FeaturesUnique sound samples (up to 10) for each type of terrains Randomized with Round-Robin Algorithm, Samples from each certain type of terrain will be playing back randomized Introduced 'Anti Machine-Gun Effect Suppressor' to make the sounds more humanizing
Archived First Post
Randomized with Round-Robin Algorithm, Samples from each certain type of terrain will be playing back randomized
How to Use
Protected download
By default, ID mark - terrain type table:
1 - Grassland, you can also use it as carpets.
2 - Sand Roads.
3 - Snow Roads.
4 - Wood Floor.
5 - Water or Ford.
6 - Gravel Road.
7 - Metals surface, you can also use it as Marble Roads.
Download
Google Driver: https://drive.google.com/open?id=0B81cAcu1ewzCbGdHWmlCNHVOUVk
What is...
Supposing there's a black box with a certain quantity of balls marked with a unique number,
every time you pick up a ball and reading the number then put back in the box. You can do this action anytime if you want.
And this smart box has a mechanism to make it possible that there's not the same number around the adjacent picking up.
So if each sample bank from each terrain type is larger than 2 samples,
you will not heard a same sample playing back once again while your next move or dash.
Anti Machine-Gun Effect Suppressor
While you like to use samples from yourself, even few samples. Let's say, only 1 sample of grass.
Then your actor steps into grassland, you heard the footstep sound like a continuous machine-gun firing...
By generating a random value around a certain range, this 'Suppressor' will be able to control the playback volume,
Then with the ceiling volume to limit the maximum volume, the result of footstep playing back will be humanized.
So I strongly recommend you guys using Sanshiro's AnalogMove with my plugin.
Compatibilities
Sanshiro - AnalogMove 1.33 or above
This plugin locked some parameters while you are using AnalogMove:
N Steps for 1 Sound when Dashing
N Steps for 1 Sound when Walking
Since AnalogMove or any other pixel-moving plugin will slicing the tile into pieces,
the unit of 'step' has changed, such as one tile means 20 steps, so you should try a best number for them.
Changelogs
1.2 Terrain Type is increasing into 10, three types for user setting.
1.1 Coding compacted and reset some parameters' default value.
1.0 Compatible with Sanshiro's AnalogMove.
OGG Resources Source From
Merged from a MOD of The Elder Scroll V: Skyrim "IMMERSIVE SOUNDS - COMPENDIUM" by lazygecko
Original Footsteps are provided from freesound.org by following providers:
ABouch, Halleck, DasDeer, Corsica-S, ddunkley, nickb1608, mallement, Vosvoy, RutgerMuller, jwb4, cheeseheadburger, martinimeniscus
Credits
Ryusa @ Ryusa Works
Released under the MIT Licence
Downloads / Referenced Files
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Log in to downloadLicense / Terms Note
Credits Ryusa @ Ryusa Works Released under the MIT Licence
Referenced Images / Attachments
Creator Claims / Removal
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