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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 spent a significant amount of time talking about sound, the audio spectrum, and signal processing. From the base of knowledge, we covered at a basic level how the technique of FFT and windowing could be used to process an audio signal into a visual representation of that audio. We then looked at the native support in Unity that allows us to break down an audio signal into bits we can generate visuals with. After that, we extended that example by adding more dramatic visualizations with lights. Breaking away from imported audio, we then looked at other sources of audio we could visualize, by adding support for using the microphone as a real-time audio source, where we discussed using a microphone or voice as a way to control a game.

In the next chapter, we are going to continue looking at vocals and dialog. This time we are going to create visualizations...

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