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

Routing audio signals in the mixer to effects


You have most likely already have seen the Send and Receive effects listed on the effects context menu in one of the previous exercises. While they are considered effects, they really are a way of routing a group signal to another group for additional processing. This allows us to split and combine multiple signals through the same group or multiple groups for additional effects processing. The following is a diagram showing how this may work and a sample of the type of effects that use multiple signal processing:

Mixer signal routing through return effects groups

The preceding diagram represents the routing we will connect in the next exercise. For simplicity, the Interface mixer group, which is just a placeholder for now, was removed. As the diagram shows, the Direct and Ambient groups will have their signal split to the Master and either a Reverb or Echo return effect. In turn, the Reverb and Echo effect after processing the signal will route...