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

Building adaptive audio cues


As you learned from the last section, there are a number of ways of triggering adaptive audio changes. For our purposes, we are going to use two strategies that we mentioned earlier, the event and proximity triggers. Both of these triggers are good for general use and will transition well when we start to compare adaptive audio implementations for Unity in later chapters.

Thus far, we have omitted mentioning any elements of gameplay with our demo game. There really wasn't a need when all we were doing is talking about technical implementation. However, as part of our adaptive audio implementation, we need good definitions of gameplay elements so that we can create our triggers and audio to match. Therefore, in order to provide context for our gameplay, we will assume the following imaginary game design statement:

The player will assume the role of a not-so-fierce Viking warrior who has become abandoned in his village, with a ravaging dragon. All the other villagers...