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 looked at more advanced and practical examples of using the Audio Mixer. We started by looking at how to create, record, and transition snapshots, which we then applied to a practical example of a pause function for our scene. After that, we looked at constructing a dynamic wind effect that had several moving parts but could be used in other games. This led into another larger discussion of audio environmental zones. Audio environmental zones were areas where we wanted to simulate differences in our global audio due to things such as terrain, buildings, proximity to objects, and so on. We then implemented an environmental zone in one area of our village level, after which, we loaded the fully completed scene showing the addition of several zones representing areas of exposure, shelter, crossings, and partial cover. Finally, we diverged to create a new scene and worked on creating a dynamic music mix using four different audio clips.

In the next chapter, we will...