Environments and sound

Our sounds to this point are indifferent to where or why they are played. We'll quickly now add a sound for a couple of types of things our projectile can hit, as well as some footstep sounds for the player just to prove our physics material approach is working. Unlike some of the amazing visual assets made freely available in the Unreal Marketplace, it's a bit tougher to find similarly freely shared libraries of common sounds, but we'll use what we have to make the most of it and realize that in a full-production game, many sounds will be built by dedicated sound designers, or hopefully some budget is at least set aside to purchase existing commercial libraries.