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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

Visualizing Audio in Games

Thus far, we have been primarily focused on using audio to enhance or as a response to game visuals or mechanics. Essentially, all the audio we have used has been the result of some action, activity, or visual, from the sound of the wind, background music, axe throwing, and other sound effects. We have layered audio on top of the game's activity, in order to enhance the player's experience, which is the traditional use of audio in games. Although, wouldn't it be interesting if it was the other way around and the audio drove the games graphics and/or game play? Of course, there already is an entire genre and sub-genres of games devoted to music-driven gameplay, classified as music games. However, audio-driven game play and visualizations can be extended beyond that. What we will look at in this chapter, is how audio can be used to drive...

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