1 footstep surface audio materials
forgejo-actions edited this page 2026-07-13 19:45:35 +00:00

Footstep Surface Audio Materials

Footstep surface audio maps tile and surface metadata to movement sounds for local and remote actors.

How It Works

Tileset metadata resolves the surface material under an actor. Footstep groups define sample cue ids, weighting, volume range, movement variants, and routing group. Runtime audio selects a sample, applies actor throttle, and positions playback relative to listener and actor.

Local-player footsteps are listener-relative. Remote footsteps spatialize from actor position.

How To Use It

Author surface tags in tileset metadata, connect tags to footstep material groups, and provide weighted samples for walk and run variants. Keep cue ids valid in the audio catalog and test local plus remote movement.

Invariants

Missing or invalid surface metadata should not crash movement. Throttling should prevent rapid repeats. Local and remote playback should use different positioning rules. Sample weights should be positive and deterministic enough for repeatable tests.

Debugging

Silent footsteps usually mean missing surface tags, bad cue ids, decode failure, throttle state, or movement intervals that never cross the emission threshold. If only remote footsteps fail, inspect spatial position and listener-relative routing.

Examples

If a stone bridge sounds like grass, check the tileset surface tag first, then the material group mapping. If sprint footsteps never play, inspect the movement variant and throttle interval.