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 took a complete diversion from working with Unity and dove into music theory and composition using a professional composition and recording tool called Reaper. We started by downloading, installing, and configuring Reaper for basic use. After that, you learned about MIDI and how that could be used to allow us to compose our music. From there, we covered the use of virtual instruments within Reaper and how they would allow us add virtual sound to our MIDI tracks. With the background out of the way, we moved on to a very quick look at some music theory and simple composition rules we could use to build songs for our games. From there, we looked at adding a melody, bass line, and drum tracks. Then, we looked at how to render our songs to audio files. Finally, we covered the recording tools in Reaper and how you could clear up noisy sound.

In our next and final chapter, we will jump back into Unity and FMOD, where we will explore troubleshooting and performance tips...