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

Adaptive music with FMOD


As the last part of this journey to replicate the Unity Audio Mixer examples, we will look at how FMOD can be used to develop adaptive music. If you recall, in our adaptive music example, we altered the tune depending on what area the player was in or moving through. With Unity, we did this using a system of area triggers that matched the footstep system and an adaptive music technique called vertical remixing. In Chapter 5, Using the Audio Mixer for Adaptive Audio, we used vertical remixing because the technique paired well with the capabilities of the Audio Mixer. As we discussed, the Unity mixer was not well suited for the other horizontal re-sequencing techniques that we also discussed in Chapter 5, Using the Audio Mixer for Adaptive Audio. Fortunately, FMOD is particularly well suited for using horizontal re-sequencing techniques and this is something we will spend a lot of time working with in the last sections of this chapter.

Note

If you only glanced over Chapter...