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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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Visualizing Audio in Games

Thus far, we have been primarily focused on using audio to enhance or as a response to game visuals or mechanics. Essentially, all the audio we have used has been the result of some action, activity, or visual, from the sound of the wind, background music, axe throwing, and other sound effects. We have layered audio on top of the game's activity, in order to enhance the player's experience, which is the traditional use of audio in games. Although, wouldn't it be interesting if it was the other way around and the audio drove the games graphics and/or game play? Of course, there already is an entire genre and sub-genres of games devoted to music-driven gameplay, classified as music games. However, audio-driven game play and visualizations can be extended beyond that. What we will look at in this chapter, is how audio can be used to drive...

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