Sounds amazing. How do you manage to have swings and hits separated when you must implement those sfx ? (cause a few hit layers have swing anticipations included i'm I right ?). Also how do you mix between each kind of enemy body being damage and the "standar sword hit sfx"? Do you consider this standard hit when you need to design a certain enemy damage sfx ? (for example, removing some attack or LF from it )
you would most likely break the sound up into layers that are triggered by different things in the animations! so for example in UE5 you would have a sword swing animation that plays when the player attacks that would be used to trigger a sound at a specific point along the animation time line for just the sword swinging! Then as for the hit its self it is likely that you would be using some form of collision tracing on the players weapon to check if they have hit an enemy and to apply damage in this you can break the hit result and get what has been hit or the material thats been hit which you can tag using UE5s physical materials! You would then be able to work out if youve hit an enemy, a wall or the ground and then trigger the appropriate hit sound effect based on this! or you could set it up to play a enemy hit sound effect in the enemies hit reaction animation! as for special attacks or heavy attacks as they would likely use different animations you can just use the same ideas as ive already layed out but instead trigger the sounds youve specifically designed for those attacks!
Sounds amazing. How do you manage to have swings and hits separated when you must implement those sfx ? (cause a few hit layers have swing anticipations included i'm I right ?). Also how do you mix between each kind of enemy body being damage and the "standar sword hit sfx"? Do you consider this standard hit when you need to design a certain enemy damage sfx ? (for example, removing some attack or LF from it )
you would most likely break the sound up into layers that are triggered by different things in the animations! so for example in UE5 you would have a sword swing animation that plays when the player attacks that would be used to trigger a sound at a specific point along the animation time line for just the sword swinging! Then as for the hit its self it is likely that you would be using some form of collision tracing on the players weapon to check if they have hit an enemy and to apply damage in this you can break the hit result and get what has been hit or the material thats been hit which you can tag using UE5s physical materials! You would then be able to work out if youve hit an enemy, a wall or the ground and then trigger the appropriate hit sound effect based on this! or you could set it up to play a enemy hit sound effect in the enemies hit reaction animation! as for special attacks or heavy attacks as they would likely use different animations you can just use the same ideas as ive already layed out but instead trigger the sounds youve specifically designed for those attacks!
😮😮