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Lookup by first getting the TerrainTypeRec and the respective TerrainTypeSoundsRec::m_ID. For this, and the given creature footstep ID, lookup in here, which SoundEntriesRec to use.


Column 	Field 				Type 
1 	ID 				Integer 	
2 	iRefID_GroundEffectDoodad 	Integer 	
3 	iRefID_TerrainType 		Integer 	
4 	iRefID_SoundEntries_dry 	Integer 	
5 	iRefID_SoundEntries_wet 	Integer,,

struct FootstepTerrainLookupRec {
  uint32_t m_ID;
  uint32_t m_CreatureFootstepID;                                            // for this creature footstep id (from CreatureSoundDataRec::m_soundFootstepID)
  foreign_key<uint32_t, &TerrainTypeSoundsRec::m_ID> m_TerrainSoundID;     // and this terrain sound type
  foreign_key<uint32_t, &SoundEntriesRec::m_ID> m_SoundID;                 // use these sounds
  foreign_key<uint32_t, &SoundEntriesRec::m_ID> m_SoundIDSplash;