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Game Audio Development with Unity 5.X

Game Audio Development with Unity 5.X

By : Micheal Lanham
4.5 (2)
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Game Audio Development with Unity 5.X

Game Audio Development with Unity 5.X

4.5 (2)
By: Micheal Lanham

Overview of this book

Game Audio is one of the key components in making a game successful and it is quite popular in the gaming industry. So if you are a game developer with an eye on capturing the gamer market then this book is the right solution for you. In this book, we will take you through a step by step journey which will teach you to implement original and engaging soundtracks and SFX with Unity 5.x. You will be firstly introduced to the basics of game audio and sound development in Unity. After going through the core topics of audio development: audio sources, spatial sound, mixing, effects, and more; you will then have the option of delving deeper into more advanced topics like dynamic and adaptive audio. You will also learn to develop dynamic and adaptive audio using the Unity Audio Mixer. Further, you will learn how professional third party tools like FMOD are used for audio development in Unity. You will then go through the creation of sound visualization techniques and creating your own original music using the simple yet powerful audio workstation Reaper. Lastly, you will go through tips, techniques and strategies to help you optimize game audio performance or troubleshoot issues. At the end of the book, you’ll have gained the skills to implement professional sound and music. Along with a good base knowledge audio and music principles you can apply across a range of other game development tools.
Table of Contents (12 chapters)
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Summary

In this chapter, we introduced a few core concepts in game audio, which we will expand on in successive chapters. After the audio introduction, we focused on downloading and installing Unity, followed by a quick walk through of the editor. From there, we imported a complete sample project from the Asset Store as a basis for completing the exercises in this and the later chapters. We then imported audio assets into the sample project and learned about compression, sample rates, channels, file formats, and more. With those new audio assets, we configured an ambient sound in our sample project, deciding later to convert that sound to 3D after understanding some basics of spatializing sound. Finally, we finished the chapter by adding another ambient sound to our scene and altering the various Audio Source settings to our auditory preference.

With this introductory chapter done, in the next chapter we will again dive into new areas of game audio and Unity development, which will include an introduction to Unity scripting, audio triggers, physics, and weapons sounds and music.

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