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Whilst walking, the audio of footsteps seems to be quicker than how the animation is playing
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Whilst walking in, what you could call a safe stance, the audio of the footsteps don't seem to be in sync with the walking animation.


Legacy ID
Steps To Reproduce

Walk with a low combat stance (So left arm is loose/hanging down to the players side)

Event Timeline

JQuel edited Steps To Reproduce. (Show Details)Mar 5 2013, 11:05 PM
JQuel edited Additional Information. (Show Details)
JQuel set Category to Anims.
JQuel set Reproducibility to Always.
JQuel set Severity to Minor.
JQuel set Resolution to Fixed.
JQuel set Legacy ID to 1727946508.May 7 2016, 10:37 AM
tpw added a subscriber: tpw.May 7 2016, 10:37 AM
tpw added a comment.Mar 11 2013, 3:00 PM

Agree. This is very immersion breaking. Actually the footstep sounds are out of sync with many of the movement animations, and make them feel even faster than they already are (too fast). I am hoping that they are just placeholder sound loops for a given animation, which will be replaced later on with randomised sounds when each foot actually contacts the surface.

I would like their volume to be a bit lower as well.

Hanz added a subscriber: Hanz.May 7 2016, 10:37 AM
Hanz added a comment.May 24 2013, 4:22 PM

This issue was processed by our team and will be looked into. We thank you for your feedback.

Unable to replicate in dev build. Footsteps and footstep sound are synchronised for any length of time I've spent walking with that animation.

Steps taken:

  • Lower weapon (2xCTRL)
  • Switch to walk (W+S)
  • Walk (tried forward, back and strafe)

If these steps are incorrect to reproduce please provide them and I'll give it another shot.

JQuel added a subscriber: JQuel.May 7 2016, 10:37 AM
JQuel added a comment.Nov 1 2014, 11:42 PM

This doesn't appear to be a problem anymore, for me at least. This can be closed

Koala added a subscriber: Koala.May 7 2016, 10:37 AM
Koala added a comment.Jan 20 2016, 1:32 AM

According to the author the ticket can be closed.