Using the Character Editor, you can precisely time sounds within an animation. Sounds can be placed on keyframes in animation events. This is particularly helpful when the timing of an animation changes.
The following is a step by step process of achieving this:
objects\weapons\us\scar\Scar_EventDataBase.animevents
).Using this method, sound events can be placed on humans, moving parts, prefabs, or weapon reloads. The following example shows the sound setup of the doors of an LTV.
See the following article on how to setup Animation Based Foley and Footsteps.