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 undertook a new journey by beginning to look at the leading third-party audio development tool called FMOD Studio. First, you learned about the origins of FMOD and how relevant it is to the industry as an audio development tool. From there, we downloaded and installed FMOD Studio. After that, we returned to doing some basic exercises of setting up audio in our village scene the FMOD way. You then spent some time learning how effects and mixing worked in FMOD, how it differed from Unity in some ways but also shared many similarities in others. Finally, we looked to replicate some of the functionality in one of our previous examples using FMOD. What we found is that we were able to do most of the same things with only a little code using the functionality provided by parameters, snapshots, and triggers within FMOD.

In the next chapter, we will continue our work with FMOD Studio and get into more advanced development exercises, including scripting and, of course,...