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Proper Wwise footsteps method for First Person

Hello, thanks for all the helpful answers til now. I have new question today. I want to use Wwise as an audio engine to drive my first game's audio output and while I have integrated it properly, I do have some issue with it. My game involves first person mechanism without any skeletal mesh attached. So for footstep sound, I literally made my game to check player's axis value and only trigger the sound when neither direction equals to 0.

Problem is, whenever I make my character stop - ending is irregular. Sometimes you'll hear a glimpse of footstep before it's cut. Also, because jumping doesn't kill an axis value, I forced footstep to be muted by adding "Get Output Bus Volume" to 0 when CharacterJump Boolean is set to true and turn back on when CharacterJump Boolean is set back to false.This method will sometime produce doubled sound effect upon landing. Doesn't always happen which is another sign of unstable code.

Is there a proper way to do footsteps for Wwise and Unreal Engine for a Pawn that has no proper skeletal mesh assigned? Thanks.

Product Version: UE 4.19
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asked Sep 09 '18 at 06:24 AM in Blueprint Scripting

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It seems like you might be using a looping doorstep sound and just turning the volume on or off to make it play/stop. May I suggest a different approach: - Use a one-shot single doorstep sound. - spawn the sound At Location each time you want it to play (and auto destroy) - do that spawn once each time the mesh animation reaches the spot where it would be taking a step.

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answered Dec 01 '18 at 12:17 AM

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