Ryusa Footstep Sound Effects System
v1.2
Responsive footstep sound efx when actor moving
Check this vedio for pireview:
Features
Unique 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
How to Use
By Double clicking the parameters to see the help infos.
I also packed a picture for people to quickly setting up.
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.
8, 9 and 10 is the user option, set what you want!*
*Note: Only available with Region ID
Download
Google Driver:
https://drive.google.com/open?id=0B81cAcu1ewzCbGdHWmlCNHVOUVk
What is...
Spoiler
Randomized with Round-Robin Algorithm
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.
Recommended
There's still a few little unsynchronized between sounds and graphics,
it's the problem of refreshing mechanism and the sound samples themselves.
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
本贴来自国际rpgmaker官方论坛作者:tsunetakaryu处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:
https://forums.rpgmakerweb.com/threads/ryusa-footstep-sound-effects-system.51963/