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What I'm wondering is: how many variations of each should I have? 3-8 variations (or as a rule of thumb, 5 variations) depending on the speed of movement (at faster speeds you tend to pick up repetition more easily). The pitch variation (and volume) that you can enable in game engines or audio middleware tools often does the rest. do I need to have ...


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I'd tend to think more about the characters than what they are literally wearing. Is one dude goofy and heavy-footed? Is one more nimble? Does Jimmy only have one leg? etc


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Andy Farnell has done lots of research in this area: http://obiwannabe.co.uk/tutorials/html/tutorial_footsteps.html http://obiwannabe.co.uk/html/papers/pdcon2007/PDCON-2007-FARNELL.pdf Depends how far you want to go with it! I agree that most commercial synths are not capable of doing this well. They are not designed to add in the random variations in ...


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If you struggle to find a suitable library, you can create your own; if you can, try to record the footsteps of a person walking on the film location. Be aware though: it requires some gear (at worst a half-decent smartphone, at best a solid mic and a decent preamp and recorder), a decent sound technician and a decent sound engineer. I won't go into details ...


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I have quite a large collection of different metal sheets of different thickness and size. I found that a lot of the time it is also what footwear is being worn will determine texture. Maybe experiment with hard soled shoes verses soft soled. Also, I sometimes place another piece of metal against the surface I am walking on to get an interesting resonance ...


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You start from noise or noisy sounds (e.g. inharmonic FM or AM) and then you further shape them by filtering. That's the basis. Wavetable or other forms of "synthesis" could do as well, but those aren't technically synthesis, because they work on prerecorded audio. To make a complete footstep sound or multiple different footstep sounds is however too or ...


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I reckon the most important aspect is to get the space right. If you just create some transients and get the right sounding reverb you will be 70 percent of the way there. I've never tried it but i would take the same route you are, using noise and wavetables. That way you can move through the table to generate subtle versions of different footsteps.


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Dude, just record yourself in a foley room. Footsteps on concrete blocks, metallic surfaces etc or just any surface that a warehouse would include and then add an IR reverb of a warehouse and you are good to go.


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'KFootsteps' = Free Kontakt footsteps instrument. Click on 'Libraries' and then on download. 'Edward' = 59$ Kontakt Footsteps-instrument. And Google 'AudioSteps Pro' from 'Audiogaming' (Sorry I only get to share 2 links because I'm new on this site)


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