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Bow_vernon

Footstep sound synchronization

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I played many new games yesterday and I wonder how the footstep sound is synchronized with the walking/running animation. Any insight/ link to a tutorial/ worthy readings about it? Im kinda noob when it comes to audio programming, thanks :)

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I played many new games yesterday and I wonder how the footstep sound is synchronized with the walking/running animation. Any insight/ link to a tutorial/ worthy readings about it? Im kinda noob when it comes to audio programming, thanks :)


Couldn't you just play the sound when the animation is at the appropriate frame ?

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I played many new games yesterday and I wonder how the footstep sound is synchronized with the walking/running animation. Any insight/ link to a tutorial/ worthy readings about it? Im kinda noob when it comes to audio programming, thanks :)


To further what Simon has said, your model should know what frames coincide with a foot hitting the ground. When that frame,or the timestamp of that frame has been reached, the model can look up the ground it's on, and play the appropriate sound.

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Usually the animation files will have certain frames "tagged" with an event (could just be a string).

E.g. the character system is advancing through it's animations. An animation hit's a "tag" in it's data stream, so it fires off an AnimationEvent. Somewhere else in the code, something listens to this event and looks at the string inside it. The string might be something like "playsound:footstep01", which tells the sound system to spawn that sound at the position of the animated bone that triggered all this.

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For more information about Animation Events see Multi Animation sample in DirectX SDK.
this sample will show you how to setup an event in desired frame and what action must be done.
this sample play [color=#1C2837][size=2]footstep sound in right frame in walking and running mode.

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