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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

Weapons and sound

In the last couple of sections of the last chapter, we introduced ambient sounds as the first layer or group of audio to our Viking Village. For this section, we are going to introduce a new layer of audio, the direct feedback group. If you recall from the introduction in the first chapter, this is the layer of audio that covers sounds activated by a player action or reaction within the game, which may include audio such as explosions, weapons, character dialog, or boss music.

Back in Chapter 1, Introducing Game Audio with Unity, we introduced the terms diegetic and non-diegetic. Are you able to categorize the audio we have used thus far or in the next examples as diegetic or non-diegetic? A quiz will be provided at the end of this section.

What better way to introduce direct feedback audio than by adding a weapon and the sounds associated with a weapon. For...

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