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Question by kettilman · May 19 at 11:52 AM · newbiecodepage3rd person controllersoundssound effects

Using sound with the 3rd person starter asset

I have tried every YouTube video and tutorial I can find to add footsteps to my character as he walks, and nothing works. I set up using the 3rd person starter asset. I changed my character model from the robot armature it comes with, using a Mixamo character and that all went fine. I can add sound to the environment. like background music. But it seems that all the animations are read only, so I can't use an animation event to trigger the footsteps audio, and when I wrote a script to have the sound effects go off with the pushing of a move key (or controller), I got an error that I'm using the new assets and the inputs I coded won't work. So I'm at a real loss here, for three days I've been trying everything I can find on the internet. Everything seems to be for the older assets. Is this just something you can't do with the 3rd person starter asset, add folly sounds?! It seems that can't be the case, so I must be missing something. Please help, any one that can.

This is the code I used for trying to get sounds from keystrokes movement.

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.InputSystem;

public class WalkingSteps : MonoBehaviour { private AudioSource source; public AudioClip stepSound;

 public float lowVolRange = 0.5f;
 public float highVolRange = 1.0f;


 // Start is called before the first frame update
 void Start()
 {
     source = GetComponent<AudioSource>();
 }

 // Update is called once per frame
 void Update()
 {
     if (Input.GetKeyDown("W"))
     if (Input.GetKeyDown("S"))
     if (Input.GetKeyDown("A"))
     if (Input.GetKeyDown("D"))

     {       
     float vol = Random.Range(lowVolRange, highVolRange);
     source.PlayOneShot(stepSound, 1.0f);
 
     }
 }

}

Thanks again all that have ideas to help, look forward to seeing some responses.

-Kjetil

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