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Question by Dbaxter04 · Oct 21, 2015 at 09:03 AM · c#animationaudio3rd person controller

Animation event triggering step on frame

I've added 2 events to the walk animation of the built in 3rd person controller asset to do some testing. I've added the following code to see if I can send events to trigger step sounds. The timing seems to be working fine, but there are some residual triggers happening as the character comes to a rest. I thought maybe there should be a condition to make sure the keyboard input is active as well, but then there is some velocity deceleration on the character. Does anybody have any advice or solutions for this ?

using UnityEngine; using System.Collections;

public class AudioFrameTrigger : MonoBehaviour {

 public AudioClip a1;
 public AudioClip a2;

 AudioSource audio;

 // Use this for initialization
 void Start () {

     audio = GetComponent<AudioSource>();
 
 }
 
 // Update is called once per frame
 void Update () {
 
 }

 public void PrintFloat (float theValue) {
     Debug.Log ("PrintFloat is called with a value of " + theValue);
     if (theValue == 0.1f) 
     {
         audio.PlayOneShot (a1);
     }
     if (theValue == 0.2f) 
     {
         audio.PlayOneShot (a2);
     }
 }

}

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