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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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Blend shape animation

During the first exercise in this chapter, we animated the character's jaw transform or what is often called a bone in animation speak. While animating this bone worked for our first pass at a simple lip sync animation, it lacked the authenticity of real speech facial expressions we now understand as phonemes. What we really need is a way to control and animate the character's facial muscles to produce the appropriate speech phoneme animations. Fortunately, animators have solved this problem with the use of what is called blend shapes. In order for us to produce a realistic looking lip sync animation, we are going to have a learn a little bit about blend shapes.

Blend shapes or per-vertex morphs are an animation tool that allows for the warping or altering of the vertexes of a mesh at runtime. They are almost always constructed by the modeler building...

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