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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

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...

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