Unity 5 comes with new audio features such as reverb zones and exposed audio parameters. This project shows how these features can be used for animations and games. By stochastically altering the frequency range of a parametric EQ on the audio mixer, all foosteps sounds slightly different each time making the experience more natural and pleasant to the listener. Starting with the presets Cave, Stone Hall, and Quarry, each reverb zone features a reverb I customized to sound most appropriate. For this project, I created a footstep sound library which can be used in other projects as well.