Ryusa Footstep Sound Effects System

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Started by tsunetakaryu 28 posts Page 1 of 2 View original ↗
  1. 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.

    HowToSetUp.png

    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
  2. Really awesome! Just finished seeing the video. MIT License means allowed to be use on commercial projects?
  3. When the unsychronicity will be fix it will be part of the best plugins! I can't use analogmove, it give me too much problem. That plugin need to be able to sound one step at each tile. :D But having said that, GREAT JOB !!!
  4. Killuki Zaoldyeck said:
    Really awesome! Just finished seeing the video. MIT License means allowed to be use on commercial projects?
    yep, feel free to use it!
  5. tsunetakaryu said:
    yep, feel free to use it!
    Thank you for the clarification :D
  6. I can't get this to work....
  7. how do i make the script "activate" in my game? I set the IDs etc like in the picture
  8. lonewolph said:
    how do i make the script "activate" in my game? I set the IDs etc like in the picture
    Maybe you need to set a switch (Switch ID 24 by default) to toggle this plugin. For further help, you can post a screenshot with plugin parameters config. 
  9. im not sure if im doing the right. I made an event on a tile, then did control switch 24 to switch on when player touches it. I walk over the tile but it doesnt do anything. I tried different switch numbers? im new to all this but its worked for other stuff ive tested before
  10. Ok its working now, but why is it switch 24? I didnt see it specify that anywhere. it had it set to 0 as default for me
  11. Be sure to set ID to each corresponding tiles in the tileset section. For exemple, i had a map of grass and i forgot to put the 1 ID on the hillgrass tile. I tough it didnt work because of that.

    I tried with analogmove and soundstep didnt work for unknown reason. But analagmove cause too much problem with my game at the moment. If this plugin would work like the VE one from rmvxace, it would be awesome. Good luck on fixing unsynchronicity!
  12. solaris1111 said:
    Be sure to set ID to each corresponding tiles in the tileset section. For exemple, i had a map of grass and i forgot to put the 1 ID on the hillgrass tile. I tough it didnt work because of that.

    I tried with analogmove and soundstep didnt work for unknown reason. But analagmove cause too much problem with my game at the moment. If this plugin would work like the VE one from rmvxace, it would be awesome. Good luck on fixing unsynchronicity!
    In fact, this plugin was made from the same name's VA version rough script by myself: http://rm.66rpg.com/thread-373419-1-1.html I can share a download link to google drive while I'm free, or you can simply copy the script codes yourself, since almost every configs are similar with MV version. 

    While using my plugin with AnalogMove,

    1) make sure to put my plugin under AnalogMove

    2) the latest version of AnalogMove should be required

    3) in my plugin there's a paramater called AnalogMove Patch, set it as true
  13. lonewolph said:
    Ok its working now, but why is it switch 24? I didnt see it specify that anywhere. it had it set to 0 as default for me
    Check this parameter which called Function Switch in my plugin, set a number to matching a switch id. But we can't use 0 as switch id since it means nothing.

    QQ截图20151204220649.jpg
  14. this isnt working for analogmove with me either. Although I prefer SuperOrangeMovement more
  15. Just confirming what everyone else is saying, its not working for me when using Analog move.
  16. annahh.png


    Don't work with AnalogMove :(
  17. @tsunetakaryu hello, i love your plugin, but it give me conflict with Quasi Movement plugin... if i turn Qmove off it works :(
    There's a way to fix it?

    Best
  18. Lakaroth said:
    @tsunetakaryu hello, i love your plugin, but it give me conflict with Quasi Movement plugin... if i turn Qmove off it works :(
    There's a way to fix it?

    Best


    I would not advise using any pixel-based movement plugins with this plugin as it appears to outright refuse to work with any of them, including analog move.
  19. Hi there. I'm using this plugin but it seems to be incompatible with a title screen plugin I'm using. Luckily, it only crashes at the title screen, (which is a map due to the plugin I'm using). If there was a way to turn this plugin on and off, it would solve the problem. Is that possible? I can't seem to find that command.
  20. @MWolf


    plugins cannot be turned on or off unless they were written with exactly that function in mind. And that doesn't seem to be the case here.


    If you have compatibility issues I suggest making a new topic in plugin support linking to all plugins involved and asking for a compatibility fix for that combination.