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

Weapons and sound


In the last couple of sections of the last chapter, we introduced ambient sounds as the first layer or group of audio to our Viking Village. For this section, we are going to introduce a new layer of audio, the direct feedback group. If you recall from the introduction in the first chapter, this is the layer of audio that covers sounds activated by a player action or reaction within the game, which may include audio such as explosions, weapons, character dialog, or boss music.

Back in Chapter 1, Introducing Game Audio with Unity, we introduced the terms diegetic and non-diegetic. Are you able to categorize the audio we have used thus far or in the next examples as diegetic or non-diegetic? A quiz will be provided at the end of this section.

What better way to introduce direct feedback audio than by adding a weapon and the sounds associated with a weapon. For the example in this section and following with our theme of a Viking village, the weapon we will use is a throwing...