Today we are going to implement footstep sounds for the characters. Here, we will create an even to play the footstep sound in the character blueprint and we will bind it with the animations. The volume and the pitch of the sound clip played will be dynamically changed based on the character's movement mode and speed. If sprinting, footsteps will be louder and will have a bit higher pitch to reflect quick contact time with floor. When sneaking in crouched mode, the volume will be much lower and the pitch also will be a bit lower to reflect the slower movement.