CRI ADX(Unreal Engine) v1
Beginner's Lesson 11 Adding sound to the motion of a 3D model

Before starting

To avoid confusion, please remove the walls and sounds used in the previous tutorial, "Beginner's Guide 10: How to Create Natural Sound in Third-Person Games," from the level.

Adding new sounds

Additional audio material is required to study this topic.
Import the downloaded "3D_Model_Motion.acb" into your UE5 project.

Sample sound data

Adding sound to 3D model motion

Let's add footsteps to a character's running motion.

In the Content Browser, go to the following folder:

  • Contents > Characters > Mannequins > Animations

Then open the “ThirdPersonRun” asset.

The character will then start running on the preview screen.

Pause at the time you want the footsteps to sound and right-click on the notification timeline.
A menu will then appear, so select "Add notification" > "PlayAtomCue."

A pink label with "PlayAtomCue" written on it will be added to the notification timeline, so select it and look at the details window.
Select footstep from the Sound pull-down menu for “Anim Notify.”

When you unpause the preview, the footstep cues will play at the times you specified earlier.
You can place multiple PlayAtomCues, so it's a good idea to set one for your right foot and one for your left foot.
This completes the work.
When you start the game and run across the field, you will hear footsteps.

Location of sound origin

With the current setup, when a character runs, a sound source is placed on the floor directly below them, making footstep sounds.
By setting it up appropriately, you can make the sound come from the exact position of your right and left feet.

With PlayAtomCue selected, look at the Details window.
If you enter a bone name in "Bone", the sound source will be placed at the position of that bone.
The bone names can be seen in the skeleton tree on the left.

Set “ball_r” and “ball_l” to the “Bone” of the PlayAtomCue for the right foot and the left foot respectively.
This will ensure that the sound comes from the correct position of each foot.

Also, if you check "Follow", the sound source will move in accordance with your foot movements.
(If you uncheck "Follow", the sound source will stay at the starting position of the sound.)

If you check "Follow"

If you uncheck "Follow"