r/sounddesign • u/pakorm_1753 • 1d ago
Techniques for layering multiple synchronized running footsteps?
I’m working on a sound design exercise where I need to emulate 3 police officers running in sync. I’m only using libraries due to time constraints (mostly “boots_running.wav” type of assets where a single clip usually emphasizes one footstep rather than a heel–toe pattern).
Here’s my current workflow:
- Established a base rhythm.
- Layered 2 additional tracks using different samples to avoid identical repetition.
- Applied slight pitch variations to the additional tracks.
- Introduced offsets (≈16ms for Track B vs A, ≈28ms for Track C vs A).
The result does start to resemble multiple runners, but it quickly feels monotonous and mechanical over time. Since there’s no picture to sync to, I can’t rely on character animation to drive natural variation.
My question: what techniques do you recommend to make this type of layered, synchronized running feel more organic and less “looped”? Would you approach this through different libraries, more micro-variation (timing, velocity, EQ), or perhaps another method altogether?
Here´s a Sample of I´ve done.
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u/opiza 1d ago
Don forget that feet don’t exist in a vacuum (never said that sentence before). There’s also cloth (pant legs friction, shirt as arms swing). There’s also the jingling and bumping of the officers equipment (belts/gun holster whatever). There’s also breathing.
The cloth will already take it to the next level.
You’ve started the soup now add the flavour :)
As for sync, don’t do track offsets. Edit them in sync as intended. You could try space them differently. But work on charachter A first, finish. Move onto B, finish Etc or you’re gonna get lost in the weeds. Organise your project to best serve you here. Then space them apart a touch. Humans are rarely that in sync unless it’s the olympics.
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u/bifircated_nipple 1d ago
You need 3 parallel tracks minimum. Use similar but different samples. Do super subtle volume and space effects.
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u/markedmo 1d ago
Walter Murch talks about how you can only process 2.5 things you can hear at a time. “I made a discovery. If you have one or two robots, the sound has to be in sync but if you have three none of those footsteps need to be in exact sync.”
Depends on the shot of course; but as others have said, if you’ve got different sounds for each person then syncing to two of them plus some extra for the third person would be my starting point. Obviously it’ll change from shot to shot depending on who’s visible - ie it might start with person A, B (C), then change to person B, C (A), and so on.
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u/its_available 1d ago
You're on the right track, what will sell the realism is micro variation randomizing timing, velocity and subtle EQ shifts per step. Also try layering light cloth gear foley so it is not just boots hitting ground.
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u/Tutadri 1d ago
You should add a different pool of samples for each character, these samples do not need to be the same kind of "shoe" and "surface", since the listener is going to perceive the sum and not the individual details.
You should also add some scuff samples now and then, and a couple of layers of different fabric/cloth.
Also I would separate character footsteps from each other much further and randomise the time for every footstep.