unsc_inf_rifleman.ffx
Hidden/Spoiler:
FoleyFXSoldier()
{
Name("unsc_inf_rifleman"); // Name of the foley effect referenced by a FoleyFXGroup
Class("unsc_inf_terrain"); // Name of the object which hits the object
Impact(""); // Sound effect played when the named object hits another object
FootstepLeftWalk("masterchiefstep_walk_left");
FootstepRightWalk("masterchiefstep_walk_right");
FootstepLeftRun("rep_inf_metal_footstepleftrun");
FootstepRightRun("rep_inf_metal_footsteprightrun");
FootstepLeftStop("rep_inf_metal_footstepleftstop");
FootstepRightStop("rep_inf_metal_footsteprightstop");
Jump("rep_inf_metal_jump");
Land("rep_inf_metal_land");
Roll("rep_inf_metal_roll");
Prone("rep_inf_metal_prone");
Squat("rep_inf_metal_squat");
Stand("rep_inf_metal_stand");
BodyFall(""); // Sound, played when the solider hits the ground during a tumble
}
FoleyFXSoldier()
{
Name("cov_inf_metal");
Class("cov_inf_rifleman");
FootstepLeftWalk("cis_inf_metal_footstepleftwalk");
FootstepRightWalk("cis_inf_metal_footsteprightwalk");
FootstepLeftRun("cis_inf_metal_footstepleftrun");
FootstepRightRun("cis_inf_metal_footsteprightrun");
FootstepLeftStop("cis_inf_metal_footstepleftstop");
FootstepRightStop("cis_inf_metal_footsteprightstop");
Jump("cis_inf_metal_jump");
Land("cis_inf_metal_land");
Roll("cis_inf_metal_roll");
Prone("cis_inf_metal_prone");
Squat("cis_inf_metal_squat");
Stand("cis_inf_metal_stand");
}
FoleyFXGroup()
{
Name("terrain_foley");
FoleyFX("unsc_inf_terrain");
FoleyFX("cov_inf_rifleman");
}
{
Name("unsc_inf_rifleman"); // Name of the foley effect referenced by a FoleyFXGroup
Class("unsc_inf_terrain"); // Name of the object which hits the object
Impact(""); // Sound effect played when the named object hits another object
FootstepLeftWalk("masterchiefstep_walk_left");
FootstepRightWalk("masterchiefstep_walk_right");
FootstepLeftRun("rep_inf_metal_footstepleftrun");
FootstepRightRun("rep_inf_metal_footsteprightrun");
FootstepLeftStop("rep_inf_metal_footstepleftstop");
FootstepRightStop("rep_inf_metal_footsteprightstop");
Jump("rep_inf_metal_jump");
Land("rep_inf_metal_land");
Roll("rep_inf_metal_roll");
Prone("rep_inf_metal_prone");
Squat("rep_inf_metal_squat");
Stand("rep_inf_metal_stand");
BodyFall(""); // Sound, played when the solider hits the ground during a tumble
}
FoleyFXSoldier()
{
Name("cov_inf_metal");
Class("cov_inf_rifleman");
FootstepLeftWalk("cis_inf_metal_footstepleftwalk");
FootstepRightWalk("cis_inf_metal_footsteprightwalk");
FootstepLeftRun("cis_inf_metal_footstepleftrun");
FootstepRightRun("cis_inf_metal_footsteprightrun");
FootstepLeftStop("cis_inf_metal_footstepleftstop");
FootstepRightStop("cis_inf_metal_footsteprightstop");
Jump("cis_inf_metal_jump");
Land("cis_inf_metal_land");
Roll("cis_inf_metal_roll");
Prone("cis_inf_metal_prone");
Squat("cis_inf_metal_squat");
Stand("cis_inf_metal_stand");
}
FoleyFXGroup()
{
Name("terrain_foley");
FoleyFX("unsc_inf_terrain");
FoleyFX("cov_inf_rifleman");
}
Hidden/Spoiler:
SoundProperties()
{
Name("masterchiefstep_walk_right");
Group("weapons");
Inherit("weapons_template");
SampleList()
{
Sample("masterchiefstep_walk_right", 1.0);
}
}
SoundProperties()
{
Name("masterchiefstep_walk_left");
Group("weapons");
Inherit("weapons_template");
SampleList()
{
Sample("masterchiefstep_walk_left", 1.0);
}
}
{
Name("masterchiefstep_walk_right");
Group("weapons");
Inherit("weapons_template");
SampleList()
{
Sample("masterchiefstep_walk_right", 1.0);
}
}
SoundProperties()
{
Name("masterchiefstep_walk_left");
Group("weapons");
Inherit("weapons_template");
SampleList()
{
Sample("masterchiefstep_walk_left", 1.0);
}
}
Hidden/Spoiler:
effects\masterchiefstep_walk_left.wav -resample xbox 32000 pc 32000
effects\masterchiefstep_walk_right.wav -resample xbox 32000 pc 32000
effects\masterchiefstep_walk_right.wav -resample xbox 32000 pc 32000
Hidden/Spoiler:
FoleyFXClass = "unsc_inf_rifleman"
And that's it. Hope you guys can figure it out.

