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

Summary


In this chapter, we introduced Unity scripting at a very high level. Even a basic understanding of scripting will be essential to sound designers or other artists working on Unity projects, as it provides them with the ability to make simple changes without interrupting a dedicated developer. From a basic scripting introduction, we worked our way into a more practical example of writing a simple musical keyboard. It not only introduced additional scripting concepts but also exposed how some of the essential audio source component properties can be altered to match an instrument. After that, we jumped back into the Viking Village project and looked at another good scripting example that showcased weapons. Through repeated testing of our scene we then realized our audio was becoming quite repetitive. The solution was to introduce volume and pitch randomization on our audio playback to introduce variation and make those sounds less repetitive. Finally, we looked at one last example...