Skip to content
Pablo Rodriguez

Footstep Audio

  • Sound Effect Implementation
  • Can use footstep sounds creatively (grass sounds for sand)
  • “Improvise during development, swap effects later”
  • Animation Setup

  • Scene Adjustments

    • Reset preview scene settings

      Show environment and floor Remove attached assets

  • Adding Notifies

    • Right click timeline when foot hits ground

      Add “footstep” notify Add for each foot contact

    • “Can copy/paste notifies between animations”
  • Blueprint Logic

  • In Animation Blueprint

    • Add notify footstep to graph
    • Use “play sound at location” node

      Get actor location Subtract 100 from Z value

  • Sound Array System

    • Convert sound to variable array
    • Use random node for selection
    • “Add 10 different sound files to prevent repetition”
  • Sound Refinement

  • Volume Control

    • Random range for volume multiplier

      Test 0.4-0.5 (too low) Adjust to 0.7-0.8

  • Timing Adjustments

    • Move notify earlier for “crisp” sound
    • Apply to all walk/run animations

Footstep audio implementation combines animation timing with randomized sound selection and volume variation to create natural-sounding movement. System emphasizes avoiding repetition while maintaining realistic timing for improved immersion.