So basically i made a Running animation and for every time the character steps both feet down in the animation, i added Markers called “Step” to them. So then in the Animate script i added these lines of code.
local function onWalkOrRunPlayed()
print("step")
Footstep:Play()
end
if runAnimTrack.IsPlaying == true then
runAnimTrack:GetMarkerReachedSignal("Step"):Connect(onWalkOrRunPlayed)
end
Starting at line 487 of the Animate script. Now for some reason, when i start walking, the sound starts playing, and then stops, etc. at random times. Here’s a video showing the issue.
The problem is that i added Momentum, so i’m trying to match the step sound with every step in the animation so that when the player starts running it starts off slow, then increases in speed.
This kinda works, i want it to start off slow but the same pitch and then go up in speed, but again the same pitch.
Start Of Walk : Octave = 2, PlaybackSpeed = 0.5
Middle Of Walk : Octave = 1.25, PlaybackSpeed = 0.75
Walking : Octave = 1 PlaybackSpeed = 0.9
The problem here is that the sound sounds a little bit muffled, and also i want the start of the walk to be even slower but the problem is you can’t increase the Octave past 2.
I don’t understand why Roblox can’t just make 2 seperate properties for the Pitch and Speed of a Sound instead of just combining them both as PlaybackSpeed.
Welp, in the end it worked. I guess since i couldn’t get the Marker thing to work i’ll have to stick with this. It sounds pretty normal, just would’ve preferred a way to make it work with the markers. Thank you!