Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $49.99. The latest store price is $49.99, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $49.99 | Latest store price | |
| $49.99 | Unity First Price 2026-06-20 2026-06-27 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Procedural Footstep Synthesizer System
- Tools, Systems & Learning > Development Tools & Automation
Procedural Footstep Synthesizer System generates every footstep sound mathematically at runtime using a multi-layer DSP engine. Shoe impact, surface resonance, scrape texture, and wetness are all synthesized from scratch on each step, so no two footsteps are ever identical, memory overhead is zero, and adding a new surface type takes seconds instead of hours of recording sessions.
How it sounds
The engine models the physical reality of a footstep in four independent layers that combine in real time:
- Transient the sharp percussive strike of the shoe, shaped by mass and sole hardness
- Modal resonance the surface ringing after impact, with controllable pitch, decay, inharmonicity, and irregularity
- Texture / drag the scrape or crunch as the foot settles, from crunchy dry leaves to smooth stone-on-stone
- Wetness layered mud squelch or water splash, continuously variable from deep bog to shallow puddle
Every layer is controlled by a single normalised 0–1 parameter, making it fast to design presets and trivial to blend or vary them at runtime.
Design without writing code
The included Foley Sound Stage is a fully built in-scene UI playground. Load your preset library, scrub every parameter with live sliders, and hear the result immediately, all in Play Mode with zero scripting. An integrated Auto-Play Sequence mode cycles through your entire preset list automatically for rapid A/B comparison.
The FoleyPreset Inspector goes further: enable auto-play on Change and any slider movement in the Inspector retriggers an offline-rendered preview instantly without ever entering Play Mode. Unity's editor audio system plays back a full-quality synthesized clip in real time as you design.
Drop-in runtime integration
Wiring the system into an existing character takes five minutes:
1. Add one AudioSourceBridge component to a scene GameObject this is the single audio output hub for the entire engine.
2. Add SurfaceResolver to your character root. It listens for OnFootstep and OnLand animation events, raycasts downward to detect the surface type, and fires the synth automatically.
3. Configure a SurfaceResolverSO to map your scene's physics materials, terrain paint layers, renderer materials, tags, or layers to one of ten built-in surface types.
4. Configure a SurfacePresetSO to map each surface type to an authored FoleyPreset.
That's the entire integration. No changes to your Animator, no prefab replacements, no audio mixer routing required. Works with Unity's CharacterController and any third-party controller that drives an Animator.
Built for performance
The DSP graph runs entirely on Unity's audio thread with no per-frame garbage. FootstepParams is a blittable value-type struct DSP expansion is a pure function that runs on the calling thread before a single command enters the lock-free ring buffer. The voice pool is pre-allocated at startup; voice stealing is priority-based and fully configurable.
Included in the package
- Fully playable Demo Scene with a third-person character and varied surfaces
- 6 ready-to-use FoleyPreset assets Concrete, Metal, Wood, Mud, Puddle, Sand
- Foley Sound Stage scene pre-wired and ready to launch
- SurfaceResolver base class designed for subclassing override OnSurfaceResolved to add speed-based gain, crouch modifiers, or any custom logic
- Full C# source code