We should be allowed to turn it off terrain sounds when none are appropriate for the experience.
I did just checked it, and where very suprissed that there's no option to turn it off. You can do it on objects. So why not on terrain.
As example on a mars experience you not want footstep sound. I do not expect you would hear it much in your spacesuite anyway.
That is a no-brainer feature indeed.
I did get around this slightly by adding an audio under scene objects for terrain and then under properties selected grass. I wonder if you then selected silent if it would indeed be silent? Seems a round a bout way to achieve it though.
Hey guys, thanks for bringing this up!
Yeah, right now terrains do not have an audio material dropdown like other objects, so they make a default footstep sound.
It makes sense to set a terrain to its visual counterpart — grass, sand, etc. — or even SILENT! (Which is one of the choices on the dropdown.)
I'm going to let our team know you all want it.
Thanks for the upvotes too, I noticed that.
Why not go further? Each texture could have a sound assigned to it, so you can have sounds depending of the terraintexture, the most visible wins.
Also interesting for collision meshes, I could set different materials, which later have assignable sounds.
I dropped that idea. because you can blend/paint different textures on each other so the get mixed. At that point you cannot detect the difference between textures anymore.
Ok, valid point, but I'm sure there could be a solution, like a default sound and the specific sounds only if one is standing out to a certain percentage.
@Cale One audio material per terrain would be the first implementation.
We don't have a way yet to differentiate further, due to how the code for terrain doesn't really have the blend factors available to pass on to audio (it's a texture living only on the GPU by that point), but it'd be cool to have blended transitions as you suggest.
Really helps sell the illusion that what you're hearing is what you're seeing, and vice-versa.