While adaptive audio is often synonymous with adaptive music, it doesn't have to be as we will see in this section. In order to demonstrate adaptive sound, we will implement footsteps audio that is controlled by the current adaptive level. Until now, we have avoided working with footstep sounds so as not to clutter up the other audio we were mixing. Follow the instructions here to add footsteps to our scene:
- Open up the
Audio Mixer
window in the editor, select theMaster
mixer from theMixers
list. Then, right-click [Ctrl + click on Mac] on theDirect
group and from the context menu selectAdd child group
. This will add a new child group toDirect
. Rename this new groupFootsteps
as shown in the following screenshot:
Adding new Footsteps group to the Master mixer
- Type the text
fps
in the search field of theHierarchy
search window. Then, type the textfootstepsaudio
in the search field of theProject
window. Drag theFootstepsAudio
script from theProject
window...