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

Vertical remixing with the Audio Mixer


Fortunately, the Unity Audio Mixer provides us with an excellent toolset in order to perform vertical remixing of the adaptive music we want in our scene. In fact, the current Unity mixer (at the time of writing) would really provide little use if we wanted to do some form of horizontal re-sequencing. This is what we will look at in Chapter 7, FMOD for Dyanmic and Adaptive Audio, when we will learn to use horizontal re-sequencing techniques for our scenes, adaptive music.

Note

Just for clarification, it's not that the Unity Audio Mixer could not implement any of the horizontal re-sequencing techniques, it just isn't well suited to do so.

The capabilities of the mixer allow us to easily breakup our music into distinct layers using snapshots. Just as we did at the end of Chapter 4, Advanced Audio Mixing, when we created the dynamic music mix. After we have the snapshots of the different music changes, as we have already seen in previous chapters, it is a...