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

Dynamic wind and environmental zones


In the previous chapter, we quickly touched on how to implement a simple audio zone with FMOD and no scripting. For completeness and practicality, we are going to revise the Environmental Zones example we created in Chapter 4, Advanced Audio Mixing, using FMOD, but this time without any scripting. This example will demonstrate the full capabilities of snapshots within FMOD.

In this chapter, we will start fresh with just the basic Viking Village and add the other project assets as needed. If you have not already done so, be sure to download the required assets from the Unity Asset Store and the book's source code from here. Be sure to refer back to Chapter 6, Introduction to FMOD, for instructions on how to install the village project and FMOD if you need to.

Open up Unity and follow the instructions, to get started:

  1. If you are continuing from the previous chapter, open up the GameAudio project we created. For those of you just getting here, create a new...