Hi lotgd, that is not normal.
But if you want a sound on top of the normal run sound you could do something like the script below. Now just add the script to a barrel or something and set to always active.
I used the audio file 10sillyS.wav for this example and added to the barrel sound1 in the properties.
audiobank\materials\10sillyS.wav
local playOnce = 0
function run_init(e)
end
function run_main(e)
if g_KeyPressSHIFT == 1 and g_KeyPressS == 0 then
if playOnce == 0 then
StartTimer(e)
playOnce = 1
end
if GetTimer(e) > 250 then -- change this based on the length of your audio sound
PlayNon3DSound(e,1)
playOnce = 0
end
end
end
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