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Hey everyone, I’ve had a few questions about how I’ve been using data tables in Unreal to manage audio events in Dead Static Drive and I thought it’d be helpful to share the basic example of it being setup using player foots as an example.
For those that haven’t come across data tables in Unreal yet, the best way I can describe them is a tool that allows you to easily manage, iterate on and make use of data for gameplay based events. There’s some info on them here:
First we setup a struct for the data table we want to create. This creates a foundation for how the data table will be organised. For this example we setup the struct to include a FMOD Event Object Reference, FMOD Event Parameter Name and a FMOD Event Parameter Value.
Next, we setup the data table. In this example it’s being created in Unreal, but it can also be imported via a .xlsm file (so good!!!). When you create the new data table, it’ll ask you to point it towards a row structure, we’ll point it to the struct we made in the previous step
After setting the FMOD Event Object Reference, FMOD Event Parameter Name and a FMOD Event Parameter Value sections for a walk, run and sneak footstep type. This is what we have in our data table now.
To get the data from a data table in a blueprint, we use the “Get Data Table Row” function. We’ll also need to point this function to the data table we want to get info from and then split the “Out Row” so that we see the outs for each row we have setup.
This allows us to pass on the FMOD Event, it's parameter name and the parameter value data to where it’s needed and then play the event.
I've found using data tables like this to be really invaluable in setting up the audio for Dead Static Drive. It's so quick to design, implement and test once the initial hookup has been done.
Hopefully this has been helpful! :)
I'm always happy to have a chat about how I go about doing the audio side of things in the game (where I can). The whole team has created such an amazing and supportive creative environment and I want to share that when I can.
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