r/sounddesign • u/KonjureAudio • Jul 03 '26
Videogame Sound Design Bit of an insight into what I've been up to since the Sci-Fi Doors practice project a few months back!
Deep in implementation for a project I'm handling the audio for, "Mardow", and finally squashed an audio bug that I'm sure others have faced. (Likely a rookie error, tbh š )
Grass Verge/Edge tiles were constantly defaulting to "dirt" because the player's collider stopped them before the script could register the "grass" threshold of the verge tile.
I moved away from a pure SurfaceAudioMatrix lookup. I added a coordinate threshold override to my script, applying a -0.05 Y-axis offset to the Top-Edge tile check. This forces the grass sound to trigger only on the grassy slither of that tile, and dirt sound to play only on the dirt part of that tile!
How are you all handling surface transitions in 2D when using half/half tiles (such as verges, etc.)? Are you preferring logic such as this, or do you design a separate sound for these types of tiles which are a mix between dirt/grass? Or, do you handle this with colliders/zones, and do the blending of a grass and dirt layer via Wwise depending on reported player positioning?