In this chapter, we will cover the following topics:
- Playing different one-off sound effects with a single AudioSource
- Playing and controlling different sounds each with their own AudioSource
- Creating just-in-time AudioSource components at runtime through C# scripting
- Delaying before playing a sound
- Preventing an Audio Clip from restarting if it is already playing
- Waiting for audio to finish playing before auto-destructing an object
- Creating a metronome through the precise scheduling of sounds with dspTime
- Matching the audio pitch to the animation speed
- Simulating acoustic environments with Reverb Zones
- Adding volume control with Audio Mixers
- Making a dynamic soundtrack with Snapshots
- Balancing in-game audio with Ducking
- Audio visualization from sample spectral data
- Synchronizing simultaneous and sequential music to create a simple 140 bpm music...