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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

Building adaptive audio cues

As you learned from the last section, there are a number of ways of triggering adaptive audio changes. For our purposes, we are going to use two strategies that we mentioned earlier, the event and proximity triggers. Both of these triggers are good for general use and will transition well when we start to compare adaptive audio implementations for Unity in later chapters.

Thus far, we have omitted mentioning any elements of gameplay with our demo game. There really wasn't a need when all we were doing is talking about technical implementation. However, as part of our adaptive audio implementation, we need good definitions of gameplay elements so that we can create our triggers and audio to match. Therefore, in order to provide context for our gameplay, we will assume the following imaginary game design statement:

The player will assume the role...

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