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

Introduction to scripting in Unity


In this section, our goal is to understand how Unity scripts integrate as components on top of GameObjects. If you recall from Chapter 1, Introducing Game Audio in Unity, all the functionality built into Unity is in the form of components and components are just scripts and code. Take a look at the following diagram, which should demonstrate the basic concepts of a GameObject and Component:

A simplistic view of how components combine to create various game objects

As the diagram shows, all objects are derived from GameObject, which means, they all essentially share the same base level object. If you look at the bottom of the objects in the diagram, you will see a component called MonoBehaviour with Transform. As we will see, MonoBehaviour is the base component, that we will generally derive other components or scripts from.

Note

Not all components have to be attached to a single GameObject. In fact, in most cases, a complex object will be made of multiple GameObjects...