Integrating and mixing audio
We can just drag our bits of audio into our scene to start using it, but we can dig a little bit further to explore the best ways to configure them to each possible scenario.
In this section, we will examine the following audio integration concepts:
- Using 2D and 3D AudioSources
- Using audio mixers
Let's start exploring AudioSources, objects that are in charge of audio playback.
Using 2D and 3D AudioSources
AudioSources are components that can be attached to GameObjects. They are responsible for emitting sound in our game based on AudioClips, which would be the audio assets we downloaded previously. It's important to differentiate an AudioClip from an AudioSource: we can have a single - explosion AudioClip, but lots of AudioSources playing it, simulating several explosions. In this way, an AudioSource can be seen as an instance of an AudioClip.
The simplest way to create an AudioSource is to pick an AudioClip (an audio...