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Game Audio Development with Unity 5.X

You're reading from   Game Audio Development with Unity 5.X Design a blockbuster game soundtrack with Unity 5.X

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Product type Paperback
Published in Jun 2017
Publisher Packt
ISBN-13 9781787286450
Length 404 pages
Edition 1st Edition
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Author (1):
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Micheal Lanham Micheal Lanham
Author Profile Icon Micheal Lanham
Micheal Lanham
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Table of Contents (12) Chapters Close

Preface 1. Introducing Game Audio with Unity FREE CHAPTER 2. Scripting Audio 3. Introduction to the Audio Mixer 4. Advanced Audio Mixing 5. Using the Audio Mixer for Adaptive Audio 6. Introduction to FMOD 7. FMOD for Dyanmic and Adaptive Audio 8. Visualizing Audio in Games 9. Character Lip Syncing and Vocals 10. Composing Music 11. Audio Performance and Troubleshooting

Creating environmental audio zones

As it stands right now, our whole game level or scene uses a single global audio mix. We did create a couple of snapshots to allow us to switch audio during game pause, but overall everywhere we go, it all sounds the same. Sure, we have several audio sources providing 3D spatial sound, but nothing describing the changes to the physical space around us. Remember, when we talked about the SFX Reverb and Echo effects, how they are used to denote space by providing more realistic reflections. Unfortunately, all our audio uses the same Reverb and Echo effects everywhere, so again, it all sounds the same. Ideally, we want to be able to create zones of where the audio should sound differently and then make changes to our mix when a player enters those zones. Let's take a look at a high level view of the village scene and identify areas where sound...

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