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Question by NamelessGaming · Jul 09, 2017 at 11:29 AM · c#unity 5beginnermonodevelopfootsteps

How to get step sound using axis.x movement

I'm a beginner at unity and I would like to know how i can fix my code, I have tried to make it as simple as possible yet it still wont work (C#)! What do i need to do? Here is my code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerPlatformerController : PhysicsObject {
 
     public float maxSpeed = 7;
     public float jumpTakeOffSpeed = 7;
 
     private SpriteRenderer spriteRenderer;
     private Animator animator;
 
     // Use this for initialization
     void Awake () 
     {
         spriteRenderer = GetComponent<SpriteRenderer> ();
         animator = GetComponent<Animator> ();
     }
 
     //Update is called once per frame
     protected override void ComputeVelocity() 
     {
         Vector2 move = Vector2.zero;
 
         move.x = Input.GetAxis ("Horizontal");
         if (Input.GetButtonDown ("Jump") && grounded) {
             velocity.y = jumpTakeOffSpeed;
         } else if (Input.GetButtonUp ("Jump")) 
         {
             if (velocity.y > 0)
                 velocity.y = velocity.y * .5f;
         }
 
         bool flipSprite = (spriteRenderer.flipX ? (move.x > 0.01f) : (move.x < 0.01f));
         if (flipSprite) 
         {
             spriteRenderer.flipX = !spriteRenderer.flipX;
         }
 
         animator.SetBool ("grounded", grounded);
         animator.SetFloat ("velocityX", Mathf.Abs (velocity.x) / maxSpeed);
 
         targetVelocity = move * maxSpeed;
         ***{
             if (move.x != 0)
                 GetComponent<AudioSource> ().UnPause ();
         }***
     }
 }

I do not receive any error messages yet it still makes no sound!

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Answer by Vollmondum · Jul 09, 2017 at 11:39 AM

Just check if (grounded && (velocity.x || velocity.z) > 0). On true footsteps.Audio.Unpause(); On false Pause.

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Answer by NamelessGaming · Jul 09, 2017 at 11:40 AM

Thanks ill try it!

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