Footsteps (Running faster and faster)

I want to simulate the sound of a running player that moves faster and faster.
I want to control the sound of a footstep with a timer that has a variable speed (depending on the elapsed time of the game).
I tried to implement the concept of "How do I have the Timer behavior use variable speeds?" from the Wiki:
http://gamesalad.com/wiki/how_tos:gsc_variable_timer_speed
But it doesn't seem to work the way I made it... Does anybody know of an existing, similar example that I coud download or study?
I want to control the sound of a footstep with a timer that has a variable speed (depending on the elapsed time of the game).
I tried to implement the concept of "How do I have the Timer behavior use variable speeds?" from the Wiki:
http://gamesalad.com/wiki/how_tos:gsc_variable_timer_speed
But it doesn't seem to work the way I made it... Does anybody know of an existing, similar example that I coud download or study?
Comments
What I would do as a simple work around is create a few different rules.
when speed is < 10
timer every 1 sec play footstep
when speed is > 10 and < 50
timer ever .5 sec play footstep
when speed is >50
timer every .25 play footstep
It's a little more work, and not truly variable, but it should work fine.
Thank you very much
I was using your approach in my last game "Walk The Line":
http://gamesalad.com/game/play/35111
There the player runs - and the obstacles appear faster and faster... but only as you suggested within three different ranges...
I wanted to have the effect a little smoother....
This is exactly what I was looking for
Thank you very much
Since low around zero and including zero would include a footstep and in the upper range the footstep may come too quickly (for performance too), you would want to handle a speed of zero (or even a small lower range that includes zero) and a speed of 200 (or even a small upper range that includes 200) separately.
Adjust the "/100" piece to vary it up a bit. You could even play with "log10()" and "ln()" to make the adjustment less linear. You could also use "min()" or "max()" to play with the lower and upper ranges a bit. You could also play with the equation itself using something that maybe fits your needs better. Open up a spreadsheet program and make a table of the values and any equations or sub-equations to see what you can come up with.
Also, you could make the footstep sound either a one-step or a two-step sound to fit your equation better.
good suggestions here for how to spice it up!
Thanks, again! I am putting out a jumping game soon and all of the moving actors use this to make the game get harder and harder so it was really key!
Your example works like a charm
@rebump
Thank you very much for your ideas: I love math
Oh well. Maybe it is similar to what you presented maybe not. Either way...the more info out there, the better.
@Zilla: I like math too. Too bad it has been decades since I took any math courses in college. If I get into this more and more, I may go take a class or two to refresh. :-)