Component dedicated to playing footsteps is
'AudioManager' component.
Footsteps are played by throwing single ray or two rays for
each foot ( depending on setup ) and looking for
'FootstepsAudio' component on the ground collider.
If 'FootstepsAudio' component is found, it plays a sound clip
based on 'FootstepsAudio.Type' field.
You assign 'FootstepsAudio' component on all ground
colliders on which player or NPC may walk.
'FootstepsAudio' holds default sound clips which will play if
not overridden on per character basis.
To assign footsteps on per character basis, drag
'FootstepsAudioUser' on player or NPC.
'FootstepsAudioUser' holds a list of sound clips which can be
assigned on every type of ground.