Filling the game world with sound
At this point, we've gone over all the basic methods of audio: stereophonic 2D, spatialized stereophonic 3D, and realistic HRTF 3D audio. With that foundational understanding, we'll use this section to add several more audio effects to the scene to make it seem truly complete and cohesive.
Adding footstep sounds
Footstep sounds are pretty common in shooters, especially shooters that don't have a radar mechanic. It's a great, subtle way to hear an enemy around a corner, and the more accurate the localization is, the more the sound becomes a useful part of the environment instead of just a noisy effect.
In this section, we'll create a footstep mechanic for the players in the game, and we'll use HRTF audio with reflections to create a realistic effect.
Drag the Footstep1.wav
and Footstep2.wav
files that were included with this chapter into your Audio
folder. Create a new empty GameObject, name it FootAnchor
, and make it a child of the OVRCameraRig so it sticks...