Godot Version
godot 4.2.1
Question
play a foot sound, when the character moves, in each animation (walking, running, aiming) the moment the left foot touches the ground and the moment the right foot touches the ground
As shown in the image below, we played the footstep sound using the method call key frame
Walking, running, and aiming walking were handled using an animation tree, and the transitions between each animation used a state machine within the animation tree.
When switching between states, the time is set to 0.2 seconds on xfade, and the curve is set to an upward-right straight line
When i do this, the footsteps play well, but it’s also played in blending between animations, the method call keyframe of each animation works
Sound is just playing at the same time.
Is there a way to block the call of a keyframe event on the other side when the animation is blending or to detect if the animation is currently blending?

