Hi Thomas,
One thing to consider, the GMA engine does collision detection one step before hitting a wall. It then plays the near wall sound if available. That is why you get a boarder sound in SOD and the different footstep sound in Sarah before hitting a wall. In the automatic walking feature, it also detects when you are a foot or two from a wall and stops you before hitting it. This leaves the player to decide when to hit a wall and when not to hit a wall. In Sarah, I take the stereo step sound with echo and reduce the echo and make it into mono to give you the feeling you are up against a wall.


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