Footstep Audio
Implementing Footstep Audio System
Section titled “Implementing Footstep Audio System”- Sound Effect Implementation
- Can use footstep sounds creatively (grass sounds for sand)
- “Improvise during development, swap effects later”
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Animation Setup
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Scene Adjustments
- Reset preview scene settings
Show environment and floor Remove attached assets
- Reset preview scene settings
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Adding Notifies
- Right click timeline when foot hits ground
Add “footstep” notify Add for each foot contact
- “Can copy/paste notifies between animations”
- Right click timeline when foot hits ground
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Blueprint Logic
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In Animation Blueprint
- Add notify footstep to graph
- Use “play sound at location” node
Get actor location Subtract 100 from Z value
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Sound Array System
- Convert sound to variable array
- Use random node for selection
- “Add 10 different sound files to prevent repetition”
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Sound Refinement
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Volume Control
- Random range for volume multiplier
Test 0.4-0.5 (too low) Adjust to 0.7-0.8
- Random range for volume multiplier
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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.