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Question by yusolaifdfer · Apr 03, 2013 at 11:12 AM · collisionraycastsounddetectionfootsteps

Multiple/Different footsteps sounds (solved)

I have the script for the footstep sound, modified to work with the mobile FPS controller. I am trying to use raycast to detect the floor below player and play different sound for the same.

 using UnityEngine;
 using System.Collections;
  
 [RequireComponent(typeof(AudioSource))]
 [RequireComponent(typeof(CharacterController))]
 public class footsteps1: MonoBehaviour {
     public AudioClip soundCarpet;
     public AudioClip soundOut;
     public AudioClip soundWater;
     public AudioClip soundMetal;
     private CharacterController _controller;
  
     void Awake() {
         _controller = GetComponent<CharacterController>();
     }
  
     // Use this for initialization
     IEnumerator Start () {
         while(true) {
             float vel = _controller.velocity.magnitude;
             if(_controller.isGrounded == true && vel > 0.2f) {
                 if(Physics.Raycast(transform.position, Vector3.down,out hit))
                 {
                     //Detect the floor and save its tag 
                 }
                 
                 
                 //audio.clip = sounds[Random.Range(0, sounds.Length)];
                 //Debug.Log("sound");
                 //audio.PlayOneShot(audio.clip);
                 //float interval = audio.clip.length;
                 yield return new WaitForSeconds(interval);
             }
             else {
                 yield return 0;
             }
         }
  
  
     }
 }
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avatar image yusolaifdfer · Apr 03, 2013 at 02:41 PM 0
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just tell me how to use the raycasting !

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Answer by yusolaifdfer · Apr 03, 2013 at 03:33 PM

getting something to work by yourself is kind of best feeling in the world

anyway for anyone wanting the footstep script here it is, put it on your fps character

 using UnityEngine;
 using System.Collections;
  
 [RequireComponent(typeof(AudioSource))]
 [RequireComponent(typeof(CharacterController))]
 public class footsteps1: MonoBehaviour {
     public AudioClip[] soundCarpet;
     public AudioClip[] soundOut;
     public AudioClip[] soundWater;
     public AudioClip[] soundMetal;
     private CharacterController _controller;
  
     void Awake() {
         _controller = GetComponent<CharacterController>();
     }
  
     // Use this for initialization
     IEnumerator Start () {
         while(true) {
             float vel = _controller.velocity.magnitude;
             RaycastHit hit = new RaycastHit();
             string floortag;
             if(_controller.isGrounded == true && vel > 0.2f) {
                 if(Physics.Raycast(transform.position, Vector3.down,out hit))
                 {
                     floortag = hit.collider.gameObject.tag;
                     if (floortag == "carpet")
                 {
                     audio.clip = soundCarpet[Random.Range(0,soundCarpet.Length)];
                 }
                 else if (floortag == "out")
                 {
                     audio.clip = soundOut[Random.Range(0,soundOut.Length)];
                 }
                 else if (floortag == "water")
                 {
                     audio.clip = soundWater[Random.Range(0,soundWater.Length)];
                 }
                 else if (floortag == "metal")
                 {
                     audio.clip = soundMetal[Random.Range(0,soundMetal.Length)];
                 }
                 }
                 
                 
                 //audio.clip = sounds[Random.Range(0, sounds.Length)];
                 Debug.Log("sound");
                 audio.PlayOneShot(audio.clip);
                 float interval = audio.clip.length;
                 yield return new WaitForSeconds(interval);
             }
             else {
                 yield return 0;
             }
         }
  
  
     }
 }
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Answer by Darren_Therrien · Feb 28, 2020 at 01:36 PM

@yusolaifdfer Nicely done. :)

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