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update
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anni-mueller committed Sep 2, 2024
1 parent fb58b1e commit 7520e67
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33 changes: 29 additions & 4 deletions impact_effects.md
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,6 @@ Thhis component uses the collision strength of the impact to define if a VFX or
| Debug Mode | bool | Enable debug messages for this component. The current collision strength will be displayed. |



Sound effects
----

Expand All @@ -39,17 +38,43 @@ You can define a different sound for each physical surface by adding them in the
> Currently the component can only check the physical surfaces if you defined them in the materials of the primitive components/meshes. I'm working on an update in which you can also set up the physical materials by using the physical material overrides.
**Sound Effect Settings:**
- Collision SFX : Array of sound effects : array containing the sounds to play ordered like the physical surfaces in the project settings. Default: index 0.


| Variable | Type | Description |
|---------------------------------|--------|-------------------------------------------------------------------------------------------------------------------|
| Collision SFX | Array of Sounds (USoundBase) | Array containing the sounds to play ordered like the physical surfaces in the project settings. Default: index 0. |
| Collision SFX Attenuation Settings | String | Attenuation setting for all sound effects. (Default: you can use **ATT_CollisionDefaultPreset**). |
| Volume Multiplier | float | Multiplier to scale additionally to the collision strength the absolute volume. |
| Min Delay Between SFX | float | This time needs to be between two hits to play the sound. If a hit occurs in between, it will not be played. |

#### Sound Effects for the Hexa Character
---

Moreover this component can be also used for character sound effects:
1. **Sound on landing** after falling or jumping. It uses the default body hit sound defined in the `Collision SFX array` variable in the **HexaPhysicsRig**.
2. **Wind sound** if character velocity exceeds a threshold.

> [!NOTE]
> A threshold `FastVelocityThreshold` to define fast velocities is already in the LuminaVRMovementComponent under `Settings -> Locomotion -> Velocity` of the wind sound. So this velocity has always be exceeded to trigger the `FastVelocityUpdate` delegate / event dispatcher. The variable `Character Wind Velocity Threshhold` in this component can be used to further adjust it explicit for the sound.
> [!NOTE]
> LIFVR provides currently no wind sound effect. You need to add your own in the `Character Wind SFX` variable.
**Settings For Character Sound:**

| Variable | Type | Description |
|-------------------------------------|-------------|----------------------------------------------------------------------------------------------------------|
| Use Character Wind SFX | bool | Enable or disable the wind effect. |
| Character Wind Velocity Threshold | float | Additional threshold for the velocity to play the sound besides `FastVelocityThreshold` in the LuminaVRMovementComponent. |
| Character Wind SFX | USoundBase | Sound to play for wind movement effect. |
| Min Delay Between Wind SFX | float | This time has to be elapsed before the next sound can be played. |
| Landing Collision Scaler | float | Here you can scale the collision strength threshold explicitly for the landing sound effect. |

<img src="./images/ImpactEffectSFXSettings.png" style="width: 70%;">

Visual effects
----



Decals
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