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Player sounds

Read the intro first

Audio in DyingStar explains positional sound, the five knobs on every slot, and the file rules (mp3/ogg, trim the silence). This page is just where the player's sounds are and what each one is.

The player's sounds are set on the Player node, in the Audio SFX group of the Inspector. Every slot is optional — leave the Sound empty and that sound is simply silent. They play on every player body, your own and the other players', so everyone hears everyone.

The Player node in the Godot Inspector: the Audio SFX group with Torch on, Torch off, Footsteps and Jump sub-groups

The slots

GroupSoundWhen it plays
Torch onsfx_torch_onthe flashlight is switched on
Torch offsfx_torch_offthe flashlight is switched off
Footstepssfx_footsteps (a SurfaceSounds resource)one step per distance walked, with the samples of the surface underfoot (see below)
Jumpsfx_jumpthe player jumps

Each group has the usual Db / Falloff / Distance / Attenuation knobs next to the sound. Footsteps, torch and jump default to VERY_SHORT attenuation (they die off fast — small, local sounds).

Footsteps — one set of samples per surface

sfx_footsteps is not a list of clips but a SurfaceSounds resource: the game looks at what you are standing on, reads its family (metal, sand, snow…) and plays that family's samples. Give each family several samples — the game picks a random one per step and never plays the same one twice in a row, and adds a small random pitch change, so walking doesn't sound like a machine gun.

Authoring the resource, the family vocabulary, and what to do when a surface plays the wrong sound are all on the Surface sounds page.

Two knobs on the Player tune the cadence itself:

  • Footstep Stride — one step every N metres walked (not per second). The cadence then follows speed on its own: running covers ground faster, so the steps speed up, with no timer to set.
  • Footstep Pitch Jitter — kept on the resource, applied to every family alike.

Steps are silent while airborne (jumping/falling) and while climbing, so only real walking makes noise.