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

The master mixer and controlling signal flow


The exercise in the last section demonstrated how to add and combine effects on a mixer group. You learned that the order of effects on a group is important to how the audio is processed. This also applies to how audio is routed through the mixers. At the top of every mixer is always a Master. In order to simplify our understanding of mixers, we named our primary mixer asset Master.

However, this doesn't have to be the case and we will conduct an exercise to demonstrate this further:

  1. Click on the plus icon beside the Mixers element at the top of the Audio Mixer window. Rename this mixer Music and then select it; your view should be similar to the following screenshot:

Creating a new mixer asset called Music

  1. This will create another mixer asset called Music. Note how the first group is called Master. We can further confirm that this is a separate asset by going to the Project window and selecting the Mixers folder and expanding the mixer assets as...