Play a creak of an old tree only at the far end of a big sway
Sound that follows the wind makes a dead forest feel alive, but a creak on every wiggle becomes a machine gun, and one on a timer has nothing to do with what the player sees. The creak belongs to a moment in the motion. Here is how to find that moment from the animation and keep it from stuttering.
Why this works
Wood groans where it is bent furthest, and that is the moment the swing turns around. Listening for the turn in the movement you already show keeps sound and picture together at any speed.
When not to use it
Don't use it for something stiff or soft, like a steel pole, a rope or a banner, which don't groan when they bend. Choose a sound that fits the material, such as a hum or a flap.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 29 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Play a creak of an old tree only at the far end of a big sway" (read_entry branch-creak-at-the-end-of-each-swing) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP