# Footstep surface types using Snapshots

**URL:** <https://qa.fmod.com/t/footstep-surface-types-using-snapshots/12392>\
**Category:** FMOD Studio\
**Created:** [March 19, 2016, 6:29pm UTC](https://qa.fmod.com/t/footstep-surface-types-using-snapshots/12392 "2016-03-19T18:29:36Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![JesseLyon](https://avatars.discourse-cdn.com/v4/letter/j/47e85d/32.png) [@JesseLyon](https://qa.fmod.com/u/JesseLyon)\
**Post date:** [March 21, 2016, 9:03pm UTC](https://qa.fmod.com/t/footstep-surface-types-using-snapshots/12392/3 "2016-03-21T21:03:07Z")

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> [@](#):
>
> I do footsteps with a parameter and place the events in the parameter timeline and have the normal timeline empty. Then I simply play the event when the footstep should be used and set the surface via the parameter. Ie: SurfaceType = 1 and the param goes to 1 and only plays the event on 1.
> 
> You can place events directly into the parameter timeline and bypass the normal linear timeline completely.

If you only have one parameter defining your playback, then use Multisounds on a “Surface” parameter track. Do not use embedded events, as your footstep voice count will continue to stack up infinitely…

> **[One Shot Lifespans not releasing](https://qa.fmod.com/t/one-shot-lifespans-not-releasing/)**
>
> Hey guys, this might be a question more suited to the Unreal forum, but thought Id try here as well…we’ve recently noticed that all of the footstep samples in our game (UE4) are not releasing when the sample/event stops playing. Ive captured the...

My problem is I also want to use “Player Speed” and “Shoe Type” as additional parameters, so because of the issue above, I need to split these out into additional separate events, and control the logic outside of FMOD (UE4 Blueprint).

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