@jeroen i've been doing this too, using similar methods to above, where all ground textures have a _grass, _wood etc prefix and then i parse the surface the player is on to decide which sound to play.
Had problems with it though and haven't thought much of it till your post.
"HOwever, if you track it down to the texture filename you can easily decide what sound should be used. SSwift was wrong when he said the order of surfeces loads always the same (you said that, did you?), because (no idea why) the order is randomly choosen, everytime diffrent, so yo never know "surface number 1 is grass.jpg"... "
finally, at least i now know they're chosen randomly, thought it was a bug or was doing something wrong. Mayb i can get my footsteps working properly.
Had problems with it though and haven't thought much of it till your post.
"HOwever, if you track it down to the texture filename you can easily decide what sound should be used. SSwift was wrong when he said the order of surfeces loads always the same (you said that, did you?), because (no idea why) the order is randomly choosen, everytime diffrent, so yo never know "surface number 1 is grass.jpg"... "
finally, at least i now know they're chosen randomly, thought it was a bug or was doing something wrong. Mayb i can get my footsteps working properly.