Revisiting the footsteps example

In order to give us more experience of the capabilities with FMOD and introduce some very simple adaptive audio techniques, we will revisit another earlier example, the footsteps example. If you recall, in that example we added footstep sounds to the game character. Those sounds also responded to a set of adaptive or transition areas we made for our scene. We used those adaptive areas to control the adaptive level, which in turn set the mood for our characters, movements, footsteps audio, and music. If you need to revisit how those areas work, consult Chapter 5, Using the Audio Mixer for Adaptive Audio. In that chapter, we discuss the why, what, and how for setting up those areas in much more detail.

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