#Custom Sound footsteps
23 messages · Page 1 of 1 (latest)
idk maybe like when someone walks a certain distance it plays a sound
Use get velocity
Check if either the X or Z is going faster than [input float], and if so, play the footstep audio
Make sure the Y does not go above 0.5 or so (may be 0.9, I can't remember), because we don't make footstep noises when were falling or jumping, or maybe that's just me
I'd also suggest using absolute value first on the float values of get velocity
If you’re checking for the X and Z separately, players could still run diagonally quietly. You’ll want to use a vector split and vector create, connecting all the inputs but the Ys. Then use vector get magnitude to get the horizontal speed.
Simple
Get local player, and get velocity
Create a Vector Split and a Vector Create
Wire the velocity to the split and wire the X and Z to the create. Leave the Y blank. This is to prevent noise when falling or jumping
Use a vector get magnitude and wire the vector create to the vector get magnitude.
Get a greater or equal chip and wire the magnitude to the top input, and set the bottom input to something like 2 or 3
Get an If chip and wire the output of the greater or equal to the red input on the if chip.
Get an event reciever 30 hz and wire the output exec to the if chip.
On the If chip, wire the "Then" to the audio player Play, and "Else" to the audio player Stop.
for this, I would do the absolute value of the y velocity
Ok, noted
itll still play going downwars with ur idea 
Why is that?
because it only checks if if the y is greater than 0.9, and doesn't check for negative y velocity
That’s what absolute value is for, it makes sure the output is always positive.
yea
you could check if it's greater than 0.9, or less than -0.9, but abs does it better
Ohh, thought you were talking about mine

@pine crag how would i override the footsteps that are already in the game so they dont overlap
wdym
you mean prioritize your footsteps over others?
the footsteps in every room
I think they mean how would you go about hiding the game’s own built-in footstep sound effects?