Sounds played from animation notify fire only sporadically

Hey,

I have several walk/run animations and am using notifies to play the foot fall sounds. In the animation preview and persona window, all works perfectly well, but in-game, the sounds play only sporadically.

I’ve tried several different suggestions, but to no avail. Any idea on what I can look for to resolve this?

Make sure you have proper settings for anim notify weight threshold and that any blendspace using the animations has the settings you desire.

Would be useful to know what you have tried and if this thread relates at all to your issue:

Yes I did try that but there was no effect. But I think that is because that probably addresses an issue where too many notifies are firing.

Still messing about with it, no luck so far. All other animations are playing it fine, I think this definitely does have something to to with my blendspace, even though the blendspace works fine when adjusting the speed.

do all of your animation notifies have the same threshold weight?

and you also tried changing animation notify mode to “Highest Weighted Animation”?

86128-notifymode.png

And notify trigger chance hasn’t been tinkered with? Should be set to 1.0.

Some images of your detail panels would actually go a long way here i think.

If none of this helps, I got nothin. We had a similar issue with particle effects back in the day, and there was a concept of a “leader” in animation/notifies, but i 't see that anymore.

Thanks for the replys! Here are my settings. I’ve tried setting the trigger weight threshold to the max of 1.0 with no change:

86197-notifydetails.jpg

86198-notify2.jpg

86199-bsdetail.jpg

Please let me know if more info would be helpful. Thanks again for your time!

I see that “Montage Tick Type” is set to “Queued” which means it won’t fire the notify immediately. Try the other setting, “Branching Point”.

wondering if this solved it for you?

Devlyn, a workaround i had was to use a delay(and a do once for the line trace which resets after the delay) and then also a select float depending on the speed of the character (running or walking) to get the right delay time between each footstep… it isnt 100% and occassionally you can hear a footstep at the wrong moment but i believe the end player wont really notice it and its better than what we had , which are a bunch of overlapping footstep sounds…

No, unfortunately it did not.