- Updated several footstep particle emitters
- Updated YouTube demo video.
- Added dedicated video tutorials for animation setup and sound setup.
- Reorganized the system into a cleaner, more modular structure for easier setup, editing, and configuration.
Developer & User-Friendly Enhancements
- Added complete Animation + SFX setup guides.
- Setup guides are now available in 4 additional languages.
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- Improved stability with new debug controls and hardened cleanup.
- Added new YouTube Video Demo to showcase the latest improvements in V1.4
Core Improvements
- R6 initialization fixed! — Sound initialization with R6 Rigs was a consistent problem for many people. Now players no longer need to jump or spawn in the air for sounds and animations to initialize correctly.
- VFX reliability overhaul — VFX now works consistently for walking, running, and all animations, including player/developers custom animations.
- Complete audio/animation synchronization — footstep audio is now hard-locked via script to animation (Walk & Run) timing.
New Features & Tools
- Per-material sound tuning system
You can now configure WalkPlaybackSpeed and RunPlaybackSpeed for every surface through a centralized table. If a footstep sound feels too fast or too slow, simply adjust its speed using this table — for both walk and run SFX. So you can manually match it to any of your animations!
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- Hard locked PitchSoundEffect Engine
Footstep audio is now dynamically pitched correctly based on the player’s movement speed, eliminating drift, warble, and instability!- Stable movement detection
Fixes idle sound flicker, delayed sprint transitions, and prevents footstep sounds from being heard when players jump or spam jump.- Gradual sprint response
Footstep pitch switches from run → walk and walk → run gradually when sprint is released, even while moving.- Material-based sound effects configuration table added
You can now manually add sound effects to footstep sounds via script including but not limited to: Reverb, Echos, Chorus, PitchShift, Compression and more to any material you want!
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Roblox has recently updated its policies, removing support for .rbxm files that contain multiple bundled sounds.
This change affects how sounds are owned and shared, and it means all audio assets must now be provided as individual .mp3 files.
OLD: NEW:
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To make sure everything works smoothly, we’ve converted and separated all sounds into high-quality MP3 files, and you’ll now receive these as a dedicated folder alongside the experience.
What’s new:
- All sounds are now individually accessible as .mp3 files
- You can fully own and control the audio assets
- Footstep issues have been completely fixed. The .Rbxm sounds file has been completely removed
- Read-Me file has been updated with beginner friendly instructions to help users easily import and set up the sound system.
- TextChatService Migration
- The script was using LegacyChatService, which is outdated and no longer supported. (Now Works with TextChatService)
- Additionally, there was a rare error caused by passing an EnumItem (humanoid.FloorMaterial) to FindFirstChild(), which expects a string. This was preventing the script from locating the correct material sound folder, causing footstep sounds to not play correctly based on the surface material.
Resolved an issue where the mud sound effect failed to play after one minute of continuous running.
