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

Visualization performance and windowing


As we have seen, we are calling GetSpectrumData in the Update method, not once but twice. Now that you understand some of what is happening under the covers, you can likely appreciate that those calls are quite expensive, which they are. Of course, there are some things we can do to make those calls run quicker, but as always there are trade-offs and your visualizations could suffer. Although, if your game scene is running at a poor frame-rate that really is not much better.

Note

If you wanted to run an audio visualization through a game you built for a mobile platform, such as phone, you would likely want to turn the number of samples down to 64.

Let's look at some settings we can tweak to improve the performance of the visualizer and the effect they have on the audio visualizations by following the instructions given here:

  1. Go to Unity and set the AudioClip of the Audio Source component to the music track we started with. Then, press play to run the scene...