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

Audio Mixer scripting with parameters


In the last section and example, we looked at a partial way in which we can control the Audio Mixer through snapshots and transitions. While snapshots work well for setting multiple parameters quickly, they offer less control than being able to alter a parameter directly during every frame, for instance. That level of fine-grained control requires us to script directly against the mixer using exposed parameters. Let's take a quick look at how we expose parameters from the mixer in the exercise here:

  1. Open up Unity and direct your attention to the Audio Mixer window. Select the Ambient group and then in the Inspector window, right-click on (Ctrl + click on Mac) on the Volume setting to display the parameter context menu. Select the Expose 'Volume (of Ambient)' to script option as shown in the screenshot here:

Exposing the Volume parameter to scripting

  1. Next, select the Exposed Parameters selector at the top right of the Audio Mixer window to open the menu...