A simplified footstep system might consist of a randomized container of individual footstep audio files played each time a characters step reaches a certain frame of animation. These animation-based footsteps are usually marked (or tagged) with a Wwise event for each frame of animation, where the footstep is meant to play back a sound. Different types of steps such as walk, run, turn, scuff, jump, land, etc. would then be explicitly tagged to a frame of animation, corresponding to an event comprised of the correct sounding steps.
While this technique may still have its place in games where there are few footsteps, the simplified system quickly shows its limitations because of its recognizable repetition and the inability for sound designers to manage variables from within the authoring application.