Difference between revisions of "MNSI:Features"

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==Naming Conventions==
==Naming Conventions==
; Physical Material Naming Conventions : Physical materials can have virtual children for the plugin separated with a underscore. "RoughStone" and "RoughStone_highfriction","RoughStone_slippery","RoughStone_dense" will all play the same sounds defined for RoughStone.


==Node like sound library setup==
==Node like sound library setup==

Revision as of 21:31, 26 May 2019

A complete list of "Features". ((Mostly so that I won't forget them either.))

Impacts

Hard and Light impact sounds.
Volume based on range from minimum impulse to maximum impulse.

Roll and Friction sounds

Different sounds for when rolling and or sliding.
Volume based on range from minimum impulse to maximum impulse. Pitch based on minimum and maximum pitch values, interpolated between minimum and maximum speeds.

Relative Correction

All math is relative to the surface
If placed stationary on a moving platform, rolling and or friction sounds won't play.

Roll vs Slide Correction

Friction though rolling
A car wheel spinning in place will play a different sound than if it was spinning And moving in the direction of its spin.

Skeletal Mesh

Limited Skeletal Mesh
Can pick which bone to measure velocity and angular speed from, But can't isolate bones. It is impossible to know which bone collided with a surface. Every bone triggers the same event, so one can't differentiate car wheels from a car body if they are all part of the same skeletal mesh. Use the multi-component approach for now.

Multi-Component

Multiple physically active static mesh components
Several MNSI components can be added to the same blueprint class to handle numerous static mesh components in it. Current workaround for vehicles.

Naming Conventions

Physical Material Naming Conventions
Physical materials can have virtual children for the plugin separated with a underscore. "RoughStone" and "RoughStone_highfriction","RoughStone_slippery","RoughStone_dense" will all play the same sounds defined for RoughStone.

Node like sound library setup

Player Distance Optimization

Impact Frequency Optimization

Roll Slide Frequency updates

Impact Vs Speed workaround

Physical Material Naming Convention

Dynamic Parameters in Sound Cues