Book Image

Game Audio Development with Unity 5.X

By : Micheal Lanham
Book Image

Game Audio Development with Unity 5.X

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 (21 chapters)
Title Page
Credits
About the Author
About the Reviewer
Acknowledgments
www.PacktPub.com
Customer Feedback
Dedication
Foreword
Preface

Enhancing the composition


Music, much like anything else, can be improved upon by adding some additional elements, such as a bass line and drums. This is no different than us enhancing the look of a scene through better lighting, shaders, or post effects. The overuse of enhancements can drown out the original intent. We, therefore, need to be careful and self-edit, in order to not go too far.

We are going to add a couple of additional tracks in order to enhance our very simple song and hopefully give it more depth and interest. Follow the instructions to add the new tracks to our composition:

  1. Open up Reaper and from the menu and select Insert | Virtual instrument on new track. Then, when the FX dialog opens, this time select the VSTi:ReaSynth(Cockos) instrument. This is a synthesizer we are going to use as our bass line track. Select OK and then configure the instrument as shown in the following screenshot:

Configuring the ReaSynth synthesizer as a bass instrument

Note

If you have other instruments...