Book Image

Mastering Oculus Rift Development

By : Jack Donovan
Book Image

Mastering Oculus Rift Development

By: Jack Donovan

Overview of this book

Virtual reality (VR) is changing the world of gaming and entertainment as we know it. VR headsets such as the Oculus Rift immerse players in a virtual world by tracking their head movements and simulating depth, giving them the feeling that they are actually present in the environment. We will first use the Oculus SDK in the book and will then move on to the widely popular Unity Engine, showing you how you can add that extra edge to your VR games using the power of Unity. In this book, you’ll learn how to take advantage of this new medium by designing around each of its unique features. This book will demonstrate the Unity 5 game engine, one of most widely-used engines for VR development, and will take you through a comprehensive project that covers everything necessary to create and publish a complete VR experience for the Oculus Rift. You will also be able to identify the common perils and pitfalls of VR development to ensure that your audience has the most comfortable experience possible. By the end of the book, you will be able to create an advanced VR game for the Oculus Rift, and you’ll have everything you need to bring your ideas into a new reality.
Table of Contents (17 chapters)
Mastering Oculus Rift Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Filling the game world with sound


At this point, we've gone over all the basic methods of audio: stereophonic 2D, spatialized stereophonic 3D, and realistic HRTF 3D audio. With that foundational understanding, we'll use this section to add several more audio effects to the scene to make it seem truly complete and cohesive.

Adding footstep sounds

Footstep sounds are pretty common in shooters, especially shooters that don't have a radar mechanic. It's a great, subtle way to hear an enemy around a corner, and the more accurate the localization is, the more the sound becomes a useful part of the environment instead of just a noisy effect.

In this section, we'll create a footstep mechanic for the players in the game, and we'll use HRTF audio with reflections to create a realistic effect.

Drag the Footstep1.wav and Footstep2.wav files that were included with this chapter into your Audio folder. Create a new empty GameObject, name it FootAnchor, and make it a child of the OVRCameraRig so it sticks...