fps player script help

when i add the fps player script i add all the things nessasseri and i test it then i try to move and a error pops up it says

IndexOutOfRangeException: Array index is out of range.

FPSPlayer+$PlayStepSounds$149+$.MoveNext () (at Assets/Assets/WeaponScripts/FPSPlayer.js:81)

here is my script

var maximumHitPoints = 100.0;
var hitPoints = 100.0;

var bulletGUI : GUIText;
var rocketGUI : DrawRockets;
var healthGUI : GUITexture;

var walkSounds : AudioClip[];
var painLittle : AudioClip;
var painBig : AudioClip;
var die : AudioClip;
var audioStepLength = 0.3;

private var machineGun : MachineGun;
private var rocketLauncher : RocketLauncher;
private var healthGUIWidth = 0.0;
private var gotHitTimer = -1.0;

var rocketTextures : Texture[];

function Awake () {
	machineGun = GetComponentInChildren(MachineGun);
	rocketLauncher = GetComponentInChildren(RocketLauncher);
	
	PlayStepSounds();

	healthGUIWidth = healthGUI.pixelInset.width;
}

function ApplyDamage (damage : float) {
	if (hitPoints < 0.0)
		return;

	// Apply damage
	hitPoints -= damage;

	// Play pain sound when getting hit - but don't play so often
	if (Time.time > gotHitTimer && painBig && painLittle) {
		// Play a big pain sound
		if (hitPoints < maximumHitPoints * 0.2 || damage > 20) {
			audio.PlayOneShot(painBig, 1.0 / audio.volume);
			gotHitTimer = Time.time + Random.Range(painBig.length * 2, painBig.length * 3);
		} else {
			// Play a small pain sound
			audio.PlayOneShot(painLittle, 1.0 / audio.volume);
			gotHitTimer = Time.time + Random.Range(painLittle.length * 2, painLittle.length * 3);
		}
	}

	// Are we dead?
	if (hitPoints < 0.0)
		Die();
}

function Die () {
	if (die)
		AudioSource.PlayClipAtPoint(die, transform.position);
	
	// Disable all script behaviours (Essentially deactivating player control)
	var coms : Component[] = GetComponentsInChildren(MonoBehaviour);
	for (var b in coms) {
		var p : MonoBehaviour = b as MonoBehaviour;
		if (p)
			p.enabled = false;
	}

	LevelLoadFade.FadeAndLoadLevel(Application.loadedLevel, Color.white, 2.0);
}

function LateUpdate () {
	// Update gui every frame
	// We do this in late update to make sure machine guns etc. were already executed
	UpdateGUI();
}

function PlayStepSounds () {
	var controller : CharacterController = GetComponent(CharacterController);

	while (true) {
		if (controller.isGrounded && controller.velocity.magnitude > 0.3) {
			audio.clip = walkSounds[Random.Range(0, walkSounds.length)];
			audio.Play();
			yield WaitForSeconds(audioStepLength);
		} else {
			yield;
		}
	}
}

function UpdateGUI () {
	// Update health gui
	// The health gui is rendered using a overlay texture which is scaled down based on health
	// - Calculate fraction of how much health we have left (0...1)
	var healthFraction = Mathf.Clamp01(hitPoints / maximumHitPoints);

	// - Adjust maximum pixel inset based on it
	healthGUI.pixelInset.xMax = healthGUI.pixelInset.xMin + healthGUIWidth * healthFraction;

	// Update machine gun gui
	// Machine gun gui is simply drawn with a bullet counter text
	if (machineGun) {
		bulletGUI.text = machineGun.GetBulletsLeft().ToString();
	}
	
	// Update rocket gui
	// This is changed from the tutorial PDF. You need to assign the 20 Rocket textures found in the GUI/Rockets folder
	// to the RocketTextures property.
	if (rocketLauncher)	{
		rocketGUI.UpdateRockets(rocketLauncher.ammoCount);
		/*if (rocketTextures.Length == 0) {
			Debug.LogError ("The tutorial was changed with Unity 2.0 - You need to assign the 20 Rocket textures found in the GUI/Rockets folder to the RocketTextures property.");
		} else {
			rocketGUI.texture = rocketTextures[rocketLauncher.ammoCount];
		}*/
	}
}

im a complete novice at this and i dont understand any of that so plese help

The problem is in the line 81:

    audio.clip = walkSounds[Random.Range(0, walkSounds.length)];

You probably forgot to define the sounds in the array walkSounds. Click the player in the Hierarchy panel, and its components will appear in the Inspector. Find the FPSPlayer script in the Inspector, and look for a variable called Walk Sounds. Click Walk Sounds and set the field Size to 5, then define all the five sounds (footstep1.aif to footstep5.aif, according to the tutorial).