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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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Footsteps with adaptive sound

While adaptive audio is often synonymous with adaptive music, it doesn't have to be as we will see in this section. In order to demonstrate adaptive sound, we will implement footsteps audio that is controlled by the current adaptive level. Until now, we have avoided working with footstep sounds so as not to clutter up the other audio we were mixing. Follow the instructions here to add footsteps to our scene:

  1. Open up the Audio Mixer window in the editor, select the Master mixer from the Mixers list. Then, right-click [Ctrl + click on Mac] on the Direct group and from the context menu select Add child group. This will add a new child group to Direct. Rename this new group Footsteps as shown in the following screenshot:
Adding new Footsteps group to the Master mixer
  1. Type the text fps in the search field of the Hierarchy search window. Then,...

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