Further reading
The recipes in this chapter demonstrate both scripted and Unity audio system approaches to help you manage audio and introduce dynamic effects at runtime. Games can become far more engaging when the audio environment of effects and music subtly changes, based on the context of what is happening in the game. You may wish to explore further with the Unity Audio Mixer and Audio Reverb Zones, for example. Please refer to the following:
- https://docs.unity3d.com/2023.1/Documentation/Manual/AudioMixer.html
- https://docs.unity3d.com/Manual/class-AudioReverbZone.html
What is possible with special audio is now becoming even more interesting with the introduction of ambisonic audio when playing 3D VR games. This allows listeners to enjoy rich audio experiences based on whether sounds are above or below the listener, as well as their distance from an audio source. To find out more about ambisonic audio, please view the following references:
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