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 has dug deep into the world of audio mixology with the introduction of the Audio Mixer. We started with a basic introduction to the Audio Mixer, and how to set up mixers and groups. From there, we went on to introduce a few simple effects for equalizing frequencies and shaping our audio output. After that, we took a deeper look into mixers and groups and the Master group. This introduced us to other signal routing concepts with the Send and Receive effect, which introduced us to some more complex delay effects such as Reverb and Echo that worked best in a return group. We then spent more time reviewing all the effects the Audio Mixer supports and explored a couple examples with those effects. Finally, we focused our attention on the very useful Duck Volume effect.

In the next chapter, we will devote more time exploring further capabilities of the Audio Mixer. Here, you will learn about the use of: snapshots, parameters, and scripting the Audio Mixer, environmental effects...