Well, I love events as much as anybody, but I think a script is better suited in this case.
I think that it would probably work if you go into Game_Player, and find this:
def increase_steps
super
# If move route is not forcing
unless @move_route_forcing
# Increase steps
$game_party.increase_steps
# Number of steps are an even number
if $game_party.steps % 2 == 0
# Slip damage check
$game_party.check_map_slip_damage
end
end
end
Then throw this line in right after $game_party.increase_steps:
Audio.se_play("Audio/SE/" + $footstep_se)
So that it becomes:
def increase_steps
super
# If move route is not forcing
unless @move_route_forcing
# Increase steps
$game_party.increase_steps
Audio.se_play("Audio/SE/" + $footstep_se)
# Number of steps are an even number
if $game_party.steps % 2 == 0
# Slip damage check
$game_party.check_map_slip_damage
end
end
end
Now, all you need to do is use a call script whenever you want to change the sound effect:
$footstep_se = "SE Filename"
For example, this would work:
$footstep_se = "002-System02"
You'd have to define this immediately by the way, before the player has a chance to move.