directions_walkFOLEY SYNTH

Footsteps

Procedural footstep synthesis with surface resolver. Wood, concrete, gravel — zero repetition samples.

Key Features

directions_walk

7 Parallel Sub-sources

Kick, heel, toe, modal, grain, scrape, and squelch — combined for realistic footstep synthesis.

terrain

SurfaceResolver

Raycasts terrain to automatically determine surface material — wood, concrete, metal, gravel, flesh.

tune

16 Semantic Parameters

Control every aspect of the footstep: weight, speed, surface, boot type, and more.

speed

Zero-heap Voice Structs

Allocation-free voice management for maximum performance on the audio thread.

auto_awesome

Dual-Transient Impact

Separate control for heel-strike and toe-off transients — realistic gait dynamics.

Semantic Control API

// Set up surface-aware footsteps
var engine = GetComponent<FootstepsEngine>();
engine.SetSurfaceWeight("Concrete", 0.85f);
engine.SetSurfaceWeight("Wood", 0.15f);
engine.SetVelocity(0.7f);
engine.Step();  // Procedurally generated

Why Footsteps?

Traditional footstep systems require hundreds of recorded samples per surface type. Our procedural approach generates infinite variation from a handful of parameters — with zero disk space overhead. The SurfaceResolver automatically detects terrain material via raycast.

Technical Details

Architecture & Performance
  • 7 parallel sub-sources: kick, heel, toe, modal, grain, scrape, squelch
  • SurfaceResolver with raycast-based terrain detection
  • 16 semantic parameters for full footstep control
  • Zero-heap voice structs for allocation-free audio thread performance
  • Dual-transient impact: separate heel-strike and toe-off control
  • Poisson-grain debris synthesis for gravel, snow, and grass
  • Shares Core lock-free command queue and voice management