As it stands right now, our whole game level or scene uses a single global audio mix. We did create a couple of snapshots to allow us to switch audio during game pause, but overall everywhere we go, it all sounds the same. Sure, we have several audio sources providing 3D spatial sound, but nothing describing the changes to the physical space around us. Remember, when we talked about the SFX Reverb and Echo effects, how they are used to denote space by providing more realistic reflections. Unfortunately, all our audio uses the same Reverb and Echo effects everywhere, so again, it all sounds the same. Ideally, we want to be able to create zones of where the audio should sound differently and then make changes to our mix when a player enters those zones. Let's take a look at a high level view of the village scene and identify areas where sound...

Game Audio Development with Unity 5.X
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Game Audio Development with Unity 5.X
By:
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)
Preface
Introducing Game Audio with Unity
Scripting Audio
Introduction to the Audio Mixer
Advanced Audio Mixing
Using the Audio Mixer for Adaptive Audio
Introduction to FMOD
FMOD for Dyanmic and Adaptive Audio
Visualizing Audio in Games
Character Lip Syncing and Vocals
Composing Music
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