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How to play different footstep sounds at different speeds

So I understand how to play footstep sounds using the first person running animation and adding play sound nodes on the timeline, I also know how to play different sounds based on the material you're walking on. But what I don't know is how to play footstep sounds at different speeds. Lets say I'm crouching. I want the footstep sounds to sound slower, and when I'm running, I want them to sound faster. How do I go about doing this?

Product Version: UE 4.20
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asked Oct 20 '18 at 09:21 PM in Blueprint Scripting

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DaveDavey
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avatar image III47III Oct 21 '18 at 04:20 PM

You can try changing the pitch property of the sound. Higher values result in the sfx sounding faster while lower values does the opposite.

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3 answers: sort voted first

On the run/walk/crouch walk animation, if you scroll down there is an "anim notifies" section (not sure of spelling). Move the animation to where the player's foot hits the ground, then right click and select "New Notify". Name the notify something like "PlayFootstepSound". In the anim blueprint, you can now right click in the event graph and search for "PlayFootstepSound". On the event, play your footstep sound :)

If you don't understand part of this, please let me know. If it solves your issue, please accept this answer :)

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answered Oct 21 '18 at 04:25 AM

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Kit Kat134
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avatar image DaveDavey Oct 21 '18 at 05:31 PM

Ah, that's technically what I did, though the first person template only has a run animation and allows me to only put in one play sound for that animation. That's why both walk,crouch and run play the same animation/same walk sound effect without speeding up or slowing down whenever my speed changes.

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If you only have a run animation, how do you have a crouch and walk then? If you only have the one animation, you could simply duplicate it and call the other 2 "Run" and "Walk" to get the footstep results you want

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answered Oct 22 '18 at 01:49 AM

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Kit Kat134
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avatar image DaveDavey Oct 22 '18 at 02:06 AM

This is starting to confuse me, lol. You see, the first person template has only a run animation that's invisible, you can only see headbobbing or an item you're holding. So basicly this run animation is only used for playing a sound effect when I'm walking, y'know, so when I crouch or walk, you don't see the run animation. So I'm starting to guess this is a lot more complicated than I thought, lol.

avatar image Kit Kat134 Oct 22 '18 at 02:08 AM

Are you saying that when you crouch or walk, there is no animation playing?

avatar image DaveDavey Oct 22 '18 at 02:15 AM

There is, walking, running and crouching use the same running animation. (It's just like, it's invisible, like you can't see your legs running, y'know)

avatar image Kit Kat134 Oct 22 '18 at 02:17 AM

ahhh... i think I understand. So, you are using the same animation for run, walk and crouch, but you want footsteps to sound at different times for the different movement states?

avatar image DaveDavey Oct 22 '18 at 02:18 AM

Yeah, that's what I'm trying to do.

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So, what I would do in your case: 1. Duplicate the "Run" animation 2 times and rename them "Walk" and "Crouch" (you should now have 3 of the same animations) 2. On the run animation, find where you think the footstep sounds should go, and plaace anim notifies there (i am going to assume you know how to do that, if you don't just comment below) 3. On the walk and crouch animation, set the play rate to something lower (e.g. 0.5) to make the animation more like a walk than a run. Do the same thing with notifies now. The notifies should play with a longer delay between them to sound more like walking/crouching

If you have any questions, or this isn't what you are trying to achieve, please let me know I can create a project and set this up for you if you want me to (I'll just post screenshots)

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answered Oct 22 '18 at 02:26 AM

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Kit Kat134
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avatar image DaveDavey Oct 22 '18 at 02:30 AM

Hmm, I'm not overly familiar with how to change animations n all that when walking or crouching or running, y'know, but I can try giving it a shot tomorrow morning. If you want you can show screenshots how to do it, as that would help immensely.

avatar image Kit Kat134 Oct 22 '18 at 02:31 AM

Sure thing! I'll try to get that done sometime today

avatar image DaveDavey Oct 22 '18 at 02:32 AM

Alrighty, thanks!

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