Integrating and mixing audio
We can just drag our bits of audio into our scene to start using them, but we can dig a little bit further to explore the best ways to configure them for 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 by 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 are 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. An AudioSource can be seen as a CD Player that can play AudioClips (our CDs, in this analogy), with the only exception that we can have several CD...