How do you pros out there implement footstep sounds in so that they're synced with character animation?
I have an idea in mind: an FMOD event that has two footstep playback triggers, and a parameter that controls how fast each plays back in sequence, and the event is triggered as soon as the animation is on a frame (assuming the programmer handling animation will post an event or update a param for this) where you could reasonably assume the character's foot has hit the ground.
Is this overkill, or assuming too much accuracy out of an engine?
This is not a specific project, but I am working on integrating FMOD Designer support into an existing engine and am thinking of some general effects to implement while the audio spec is being figured out. Also, I mention FMOD since that's what we're using, but if anyone's done similar syncing tasks in Wwise, XACT or anything else (or heck, even if you hand-coded it) and could share their experiences that'd be great to hear as well.