Hi,
I want to add a footstep sound when the player is running, I have a sound available but I can’t work out in my character controller bp as to where to put it.
Sorry for the mess this bp is (I’m new to this)
Hi,
I want to add a footstep sound when the player is running, I have a sound available but I can’t work out in my character controller bp as to where to put it.
Sorry for the mess this bp is (I’m new to this)
Hi @Promethean,
Welcome to the forums.
When adding footstep sounds, its best to do it from the animation BP as you can add Notifiers that can play sounds.
Here is a video that goes over how to do it. https://www.youtube.com/watch?v=P-wbqMKFClk
I find this is the best approach for all animations include death, especially when you want the sound to play at specific frame.
Let me know if you have any more questions.
Hi Sylar,
I have actually tried that tutorial, but it because irrelevant to me when he uses a 3D animation blueprint, 2D animation blueprints are essentially the flipbooks as I understand, and I can’t find a relevant area to keep working on for the video instructions, any ideas?
Hi there!
You must first implement PaparZD into your project. Then it’s just as simple as for the 3D.
Look into the PaperZD docs under Creating Custom Notifies
Hope this helps
Cheers!
Pino
Ah right I see.
Have you tried a plugin called “PaperZD” PaperZD in Code Plugins - UE Marketplace
It will allow you to create animation BPs, and characters in a similar manner to the 3D versions. I think in PaperZD you create an “Animation Source” which holds a collection of Flip books. This should give you similar functionality to create notifiers at specific frames.
This should give you a quick introduction into the Plugin https://www.youtube.com/watch?v=0f1_qSXbqAI
Okay so I have that working, only issue is I don’t have multiple files for each footstep, I have one sound file with all footsteps in it, when I hit play the sound doubles up as the animation ends and starts again, any ideas?
You would need to split the sound file into individual footsteps as far as I’m aware. You can use free audio software like Audacity to split them. https://www.audacityteam.org/
Alternatively you could get different footstep sounds that are already split. There are a few free ones available.
After splitting the sounds, create a “Sound Cue” with a Random node. Attached each footstep sound to get more variety of the steps.
Okay new issues…
At Step 4: https://www.criticalfailure-studio.com/paperzd-documentation/
For some reason, the Target is wrong for you. It should be “Paper ZDAnim Instance” not the normal “Anim Instance”
Did you create a “PaperZD AnimBP”? This will involve creating an “Animation Source” before hand.
UPDATE: There is a Get Owning Actor which targets a Anim Instance and another one of the same name that targets PaparZD Anim Instance which I needed instead which works
Not sure what is happening, any ideas? the run_franklin_bp is the PaparZD AnimBP
If I click either Blueprints or Animations at the top right they switch between each other, so not sure why the target self doesn’t work
Last issue, sound doesn’t play, not sure why
The sounds play fine when pressing on them in the Content Drawer?
Could you share how you setup your sounds in the AnimationSource and any related sound cues?
Sound Cue
Run animation with sound working
PaparZD AnimBP
Do I need to call any of this in my player controll bp somewhere?
You shouldn’t need to call anything, the animation handles it for you.
Did you set this character to use the animation bp?
I’m not sure, how do I check?
Open your Paper ZDCharacter.
Under components, select Animation Component (Animation)
Then under details, make sure the Animation BP is selected under “Anim Instance Class”
Ahhhh okay. So my character is just a normal Paper Character not the new special one after getting the plugin, so I added the PaperZDAnimation to the Paper Character components, did as you said re: Anim Instance class and it now works. Now I just have to make it so that as I jump or fall whilst also being able to technically activate movement in the air and triggering the sound that it doesn’t if I am in the air / in jump flipbook, I might have to create another question for this though as the original question is fulfilled, thanks mate!
Glad to hear you got it working.
You will probably need to look into animations states next. Will look something like this at the end. That way when you are jumping, it will not play walking sounds ect.
Glad I could help. Happy coding
This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.