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Mastering Oculus Rift Development

You're reading from   Mastering Oculus Rift Development The next frontier of gaming and simulation

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781786461155
Length 306 pages
Edition 1st Edition
Tools
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Author (1):
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Jack Donovan Jack Donovan
Author Profile Icon Jack Donovan
Jack Donovan
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Table of Contents (11) Chapters Close

Preface 1. Exploring a New Reality with the Oculus Rift 2. Stepping into Virtual Reality FREE CHAPTER 3. Improving Performance and Avoiding Discomfort 4. Interacting with Virtual Worlds 5. Establishing Presence 6. Adding Depth and Intuition to a User Interface 7. Hearing and Believing with 3D Audio 8. Adding Tone and Realism with Graphics 9. Bringing Players Together in VR 10. Publishing on the Oculus Store

Learning the basics of Unity audio


At the most basic level, Unity's audio system functions with two components: an audio source and an audio listener. An audio source stores a sound file (known as a clip) and emits a sound at its location in space; the audio listener detects this event and plays the clip through the player's speakers or headphones based on the listener's distance from the source.

The following top-down diagram demonstrates this basic principle:

There should never be more than one audio listener per scene (that would be like having two pairs of ears) but you can spread audio sources all throughout the scene, or add them to existing objects, to create a multi-faceted soundscape for your game's environment.

Note

By default, every Camera object created in Unity comes with an Audio Listener component. That means if you're using an extra camera for something (like our UI raycast implementation) it's important that an Audio Listener component only exists on the camera responsible...

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