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


This chapter was a mix of review and new content with FMOD. We covered a lot of advanced content using FMOD in this chapter, and hopefully you are fairly comfortable now using the tool for your game development needs. We covered a lot of material in this chapter quite quickly by starting on replicating the environmental zones we developed for Audio Mixer earlier. Then, we advanced to the next phase of the zones example by adding dynamic wind and this allowed us to review the internals of FMOD scripting in Unity. After that, we jumped back to adaptive audio and the footsteps example that we upgraded to run with FMOD, while also adding other enhancements along the way. From there, we moved onto working with adaptive music again using FMOD, where we spent an extensive amount of time reviewing various techniques for extracting and re-sequencing the various musical phrases our game level would use. Finally, we looked into more advanced transition techniques that allowed us to blend our...