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Mastering Oculus Rift Development

You're reading from   Mastering Oculus Rift Development The next frontier of gaming and simulation

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781786461155
Length 306 pages
Edition 1st Edition
Tools
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Author (1):
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Jack Donovan Jack Donovan
Author Profile Icon Jack Donovan
Jack Donovan
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Table of Contents (11) Chapters Close

Preface 1. Exploring a New Reality with the Oculus Rift FREE CHAPTER 2. Stepping into Virtual Reality 3. Improving Performance and Avoiding Discomfort 4. Interacting with Virtual Worlds 5. Establishing Presence 6. Adding Depth and Intuition to a User Interface 7. Hearing and Believing with 3D Audio 8. Adding Tone and Realism with Graphics 9. Bringing Players Together in VR 10. Publishing on the Oculus Store

Implementing 2D stereo audio


We'll begin by implementing the simplest form of game audio: two-dimensional stereophonic audio. We'll start with menu sound effects and then move onto music and classic ambient soundscapes.

The first thing we need to do is import some audio files into the project. Find the ButtonClick.wav and the ButtonHover.wav files included with this chapter and drag them into a new folder in your Project window called Audio. You'll know that they're valid audio files from their yellow waveform icon:

Note

Files with the .wav extension are one of the many supported audio file types in Unity. You can also import .mp3, .ogg, .aif, .mod, .it, .s3m, and .xm.

Next, we'll create a script that we can use to play these sounds when either of the buttons on the main menu are selected.

Playing a sound when a button is clicked on

Find the MenuCanvas object in your hierarchy and attach a new script named MenuSounds. Since both our START and QUIT buttons will make sounds, we're putting this...

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