As you learned from the last section, there are a number of ways of triggering adaptive audio changes. For our purposes, we are going to use two strategies that we mentioned earlier, the event and proximity triggers. Both of these triggers are good for general use and will transition well when we start to compare adaptive audio implementations for Unity in later chapters.
Thus far, we have omitted mentioning any elements of gameplay with our demo game. There really wasn't a need when all we were doing is talking about technical implementation. However, as part of our adaptive audio implementation, we need good definitions of gameplay elements so that we can create our triggers and audio to match. Therefore, in order to provide context for our gameplay, we will assume the following imaginary game design statement:
The player will assume the role...