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

Chapter 4. Advanced Audio Mixing

In the previous chapter, we devoted most of our time to introduce the Audio Mixer and understand the capabilities of having a digital audio workstation in Unity. You learned the basic functionality of the mixer and how to use effects and route signals. While, we did look at a few recipes of using effects and the mixer, not much of what we did in the last chapter was applied to practical game development. Seeing how something works when it is applied to a real-world game development task or problem, reinforces a recipe or theory. Therefore, in this chapter, we will explore practical and advanced examples of how a mixer can be used.

For this chapter, we will spend time working through more practical and advanced examples that can be applied to a number of game development tasks. We will cover the following topics in this chapter:

  • Recording audio changes with snapshots
  • Audio Mixer scripting with parameters
  • Dynamic audio wind effect
  • Creating environmental audio zones...