Check if the humanoid is walking. If it is, then play the sound. game.Workspace.Player.Humanoid.Running:Connect (function (speed) if speed > 0 then print ("Player is running") FootstepsSound:Play () else print ("Player has stopped") end end)
Full Answer
There doesn’t seem to be much help regarding how to get custom sounds for footsteps and etc. to be replicated to not just self but for everyone in the game. Currently When I die I hear the custom death sound but on a seperate client it just hears oof.
Therefore, the only real solution is to do something from the current client. That is to either mute the Running sound for every spawned character or the proper way, forking RbxCharacterSounds and muting it from there. So. Is there a way to accomplish this? Roblox sound effects are stored on the HumanoidRootPart. Please actually read the post.
Roblox sound effects are stored on the HumanoidRootPart. Please actually read the post. Every client creates its own version of character sounds for every spawned character in the game. Therefore, the only real solution is to do something from the current client.
To make it play a different sound whenever you take a step, I made a table with all the different sounds, then made it detect whenever theres a change in the humanoid and change the floor material according to the Humanoid.FloorMaterial property. Example:
2:357:51Roblox Footstep Sound Effects Module - YouTubeYouTubeStart of suggested clipEnd of suggested clipIt just gets whatever material you're on creates a sound and plays the sound. Just as a genericMoreIt just gets whatever material you're on creates a sound and plays the sound. Just as a generic example just put a local script in the button.
1:187:09How to Record BETTER Footstep Sound Effects | The Film LookYouTubeStart of suggested clipEnd of suggested clipCrunchy dried leaves and twigs to cover the packed earth and a pair of walking boots to stomp in toMoreCrunchy dried leaves and twigs to cover the packed earth and a pair of walking boots to stomp in to simulate the park death we bought a bag of topsoil.
In a local script you need get the character's “Humanoid”, you can see what material the player's character is walking on. In the “HumanoidRootPart” there is a Sound called “Walk” which you can change the sound Id according to the material they are on, this is an example of a script. Hope this answers you question.
0:064:03How To Create Footsteps - Unreal Engine 4 Tutorial - YouTubeYouTubeStart of suggested clipEnd of suggested clipGo under sounds and then sound hew. And I'm just gonna pull this footsteps. Snaps open this upMoreGo under sounds and then sound hew. And I'm just gonna pull this footsteps. Snaps open this up minimize.
Describing Footsteps For example: “Her expensive heels made a rhythmic click, which echoed through the great hall as she crossed the marble floor.” “She could hear the heavy thud of boots on the creaking wooden floor above her.”
0:0610:04How To Record Foley - YouTubeYouTubeStart of suggested clipEnd of suggested clipAnd basically before we get started we get a cued session it's like the road map that we go by thatMoreAnd basically before we get started we get a cued session it's like the road map that we go by that designates exactly what props and what footstep cues we need to do as it pertains to the time.
0:171:23How to disable/edit footstep sounds | Roblox Studio - YouTubeYouTubeStart of suggested clipEnd of suggested clipStuff move it to where it was in start a player scripts folder open the script. You can edit theseMoreStuff move it to where it was in start a player scripts folder open the script. You can edit these sounds with changing their picture or loop. Or if you want you can replace them with your custom.
how can I do this? There is a sound inside the character's rootpart called Running . Delete that/turn the volume to 0.
unity footstep soundbool IsMoving= false ;void Start () {audioSource=gameObject. GetComponent
9:4112:36First Person Controller - Footsteps (EP09) [Unity Tutorial] - YouTubeYouTubeStart of suggested clipEnd of suggested clipLength the same for grass. And then we can just copy that grass one again for a default. And thenMoreLength the same for grass. And then we can just copy that grass one again for a default. And then finally after we've played the sound effect this is where we want to reset our footstep timer.
0:054:32Adding Footstep Sounds to your Unity game with Animation EventsYouTubeStart of suggested clipEnd of suggested clipAnd we can scroll right down to the events section so right here is a little expandable. Area expandMoreAnd we can scroll right down to the events section so right here is a little expandable. Area expand. This out and we can start hooking up these events now I already have two assigned.