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

Parameters, snapshots, and triggers


Like Unity, FMOD provides the ability to control audio with parameters, snapshots, and triggers. However, unlike Unity, you actually get more control with FMOD out of the box, and it is possible to develop advanced audio handling without any scripting. In order to demonstrate this capability, we are going to replicate some of the functionality of one of our more advanced examples without writing a single line of script.

We are going to partially replicate the wind zone effect in order to demonstrate how we can automate or control audio playback within Unity. There isn't enough time to cover the entire example and really we just want to demonstrate the concepts here. Follow the directions here to start building this new version of a dynamic wind effect:

  1. Open up the FMOD event editor, and from the menu, select File | Import Audio Files. Use the dialog to locate the Chapter_6_Audio folder in the book's downloaded source code. Select the wind.wav file and click...