Using the Character Tool you can precisely time sounds within an animation by creating Animation Events on a timeline.
With this functionality you can trigger different audio system Controls as well as specific Foley and Footstep events which allow sound to be altered on the basis of a character or surface type and while using the same animation.
The Character Tool can be opened by going to Tools -> Animation -> Character Tool, or by clicking the Animation Layout button in the main toolbar:
For an overview of the Interface in the Character Tool please refer to Character Tool.
In order to setup an audio system Trigger in the Character Tool, you first have to load a character. This can be done through the Assets Pane located on the left side of the tool:
Next, in the lower half of the Asset Pane all the animations used by the character can be seen, to load one just double-click on it:
With the respective Animation loaded we can set our Animation Events in order to execute audio Triggers at certain points on the timeline.
Further details about the Setup of Animation Events can be found in Character Tool.
Once you have setup your Animation Events you can play the Animation to audition the sound setup.
If you are having problems with audio playing from audio_trigger Animation Events, try setting the CVar ca_SkeletonEffectsPlayAudioInEngine
to anything other than 0. This will enable audio_trigger Animation Events to be handled by the Engine.
You now have learned how to setup Audio in the Character Tool. Using this method sounds can be placed on humans, moving parts, prefabs, or weapon reloads.
In order to setup character and material based Footsteps and Foleys please refer to Audio & Foley/Footsteps.