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Taula 1

Main Character SFX


Event Description Asset names Channels Loop Max Duration
Player_Footstep Played on player footsteps. Footwear is somewhat undefined. Player_Footstep_Dirt Mono N N/A
Provide a set of 5-6 samples of each asset for randomization Player_Footstep_Rubble Mono N N/A
Player_Footstep_Sand Mono N N/A
Player_Footstep_Stone Mono N N/A
Player_Footstep_Water Mono N N/A
Player_Footstep_Wood Mono N N/A
Player_Footstep_Woodlands Mono N N/A
Player_WeaponSwing Player swings a weapon trying to hit something. Whoosh style Weapon_Swing_Axe Mono N N/A
SFX. Dagger is a wood weapon. Provide a set of 5-6 samples of Weapon_Swing_Dagger Mono N N/A
each asset for randomization
Weapon_Swing_Hammer Mono N N/A
Weapon_Swing_Pickaxe Mono N N/A
Weapon_Swing_Sword Mono N N/A
Player_WeaponImpact Player weapon impacts a given surface. Need variations Impact_Axe_Barrel Mono N N/A
depending on the weapon type and the impact surface type. Impact_Axe_Crate Mono N N/A
Dagger is a wood weapon. Feel free to provide different samples
Impact_Axe_Dirt Mono N N/A
of each asset for randomization
Impact_Axe_EvilCrawler Mono N N/A
Impact_Axe_EvilHead Mono N N/A
Impact_Axe_EvilSpitPlant Mono N N/A
Impact_Axe_Grass Mono N N/A
Impact_Axe_Leaves Mono N N/A
Impact_Axe_Stone Mono N N/A
Impact_Axe_Wood Mono N N/A
Impact_Dagger_Barrel Mono N N/A
Impact_Dagger_Crate Mono N N/A
Impact_Dagger_Dirt Mono N N/A
Impact_Dagger_EvilCrawler Mono N N/A
Impact_Dagger_EvilHead Mono N N/A
Impact_Dagger_EvilSpitPlant Mono N N/A
Impact_Dagger_Grass Mono N N/A
Impact_Dagger_Leaves Mono N N/A
Impact_Dagger_Stone Mono N N/A
Impact_Dagger_Wood Mono N N/A

1
Main Character SFX
Impact_Hammer_Barrel Mono N N/A
Impact_Hammer_Crate Mono N N/A
Impact_Hammer_Dirt Mono N N/A
Impact_Hammer_EvilCrawler Mono N N/A
Impact_Hammer_EvilHead Mono N N/A
Impact_Hammer_EvilSpitPlant Mono N N/A
Impact_Hammer_Grass Mono N N/A
Impact_Hammer_Leaves Mono N N/A
Impact_Hammer_Stone Mono N N/A
Impact_Hammer_Wood Mono N N/A
Impact_PickAxe_Barrel Mono N N/A
Impact_PickAxe_Crate Mono N N/A
Impact_PickAxe_Dirt Mono N N/A
Impact_PickAxe_EvilCrawler Mono N N/A
Impact_PickAxe_EvilHead Mono N N/A
Impact_PickAxe_EvilSpitPlant Mono N N/A
Impact_PickAxe_Grass Mono N N/A
Impact_PickAxe_Leaves Mono N N/A
Impact_PickAxe_Stone Mono N N/A
Impact_PickAxe_Wood Mono N N/A
Impact_Sword_Barrel Mono N N/A
Impact_Sword_Crate Mono N N/A
Impact_Sword_Dirt Mono N N/A
Impact_Sword_EvilCrawler Mono N N/A
Impact_Sword_EvilHead Mono N N/A
Impact_Sword_EvilSpitPlant Mono N N/A
Impact_Sword_Grass Mono N N/A
Impact_Sword_Leaves Mono N N/A
Impact_Sword_Stone Mono N N/A
Impact_Sword_Wood Mono N N/A
A sample set SFX for crystal shard impacts. Will be used by all Impact_CrystalShard Mono N N/A
weapons
Pickup_WeaponType Player picks up a weapon. A single sample is needed per Pickup_WeaponType_Axe Mono N N/A
weapon Pickup_WeaponType_Dagger Mono N N/A

2
Main Character SFX
Pickup_WeaponType_Hammer Mono N N/A
Pickup_WeaponType_Pickaxe Mono N N/A
Pickup_WeaponType_Sword Mono N N/A
Pickup_ItemType Player picks up an item. A single sample is needed per item. Pickup_Book Mono N N/A
Samples for key and coin items should be itnerchangeable Pickup_CrystalShard Mono N N/A
Pickup_Key Mono N N/A
Pickup_Misc Mono N N/A
Pickup_Mushroom Mono N N/A
Pickup_PineCone Mono N N/A
Pickup_Coin Mono N N/A
Pickup_EvilEssence Mono N N/A
Player_Health A heartbeat SFX will arise as our player loses life. It will be HeartBeat_Dub Stereo N N/A
played in a extradiegetic fashion. Heartbeat_Lub Stereo N N/A
Player_Hurt_Vox Played when the player is hit by an enemy. EvilSpitPlant_ImpactPlayer Mono N N/A

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