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

Mixing in a reverb effect


Right now, our ambient audio is missing those physical characteristics of natural sound that we understand as early and late reflections off the environment. As we did before, we want to add a reverb or echo effect in order to provide that natural sound quality.

However, before we get into the exercise of doing that, it will be helpful for us to understand how the signal routing in FMOD works. If you recall, we already went over this for the mixer, so let's break down how this looks using the FMOD interface here:

Signal flow through the FMOD interface

The interface screen shows how the signal is routed through the event editor. This is just the first half of the routing and we will cover how signals are routed through the mixer later. For now, let's break down what each step is:

  • Sound file or Module -> Audio track: The sound is first routed from the audio file or files called a module to the track. A track essentially represents a grouping of audio, and in the name...