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

Scripting with FMOD


So far, we have managed to get away from doing any scripting and generated some fairly impressive results. Yet, as you can imagine, there always will be tasks you won't be able to complete with existing components. In fact, the AudioWeatherVane script we developed earlier is a very good example of that. If you recall, the script measured the force of the wind and then adjusted an Audio Mixer parameter to control the wind volume. This will be an excellent script we can upgrade to work with FMOD in order to demonstrate scripting.

First, we will start by laying the ground work by building a new parameter in FMOD. Open up FMOD Studio Event Editor and follow the instructions here:

  1. Select the wind event in the Events tab and then click on the Master track. Then look to the deck region and right-click [Ctrl + click on Mac] on the Volume knob and from the menu select Add Automation.
  2. Click the + button at the top of the Timeline, and from the menu, select Add Parameter. When you...