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

Revisiting the footsteps example


In order to give us more experience of the capabilities with FMOD and introduce some very simple adaptive audio techniques, we will revisit another earlier example, the footsteps example. If you recall, in that example we added footstep sounds to the game character. Those sounds also responded to a set of adaptive or transition areas we made for our scene. We used those adaptive areas to control the adaptive level, which in turn set the mood for our characters, movements, footsteps audio, and music. If you need to revisit how those areas work, consult Chapter 5, Using the Audio Mixer for Adaptive Audio. In that chapter, we discuss the why, what, and how for setting up those areas in much more detail.

By now you should be very familiar with Unity and FMOD, so this should be a quick example. Follow the instructions here to start updating the footsteps example:

  1. Open up FMOD and right-click [Ctrl + click on Mac] on the Events tab; from the menu, select New 2D Event...