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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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Toc

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

Conventions

In this book, you will find a number of styles of text that distinguish between different kinds of information. Here are some examples of these styles, and an explanation of their meaning.

Code words in text, database table names, folder names, filenames, file extensions, pathnames, and user input are shown as follows: "As the scene is running, be sure to select the VirtualKeyboard object in the Hierarchy window."

A block of code is set as follows:

public int transpose = 0; //after this line 
private List<int> notes = new List<int>();
private int index = 0;
public bool record;
public bool playback;

New terms and important words are shown in bold. Words that you see on the screen, in menus or dialog boxes for example, appear in the text like this: "Click on the checkbox next to the Record setting on the Keyboard component. Click on the mouse in the Game view and then type some keys to play the virtual instrument."

Warnings or important notes appear in a box like this.
Tips and tricks appear like this.
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