Chapter 6. Playing and Manipulating Sounds

In this chapter, we will cover:

  • Matching audio pitch to animation speed
  • Adding customizable volume controls
  • Simulating a tunnel environment with Reverb Zones
  • Preventing the AudioClip from restarting if already playing
  • Waiting for audio to finish before auto-destructing an object
  • Making a dynamic soundtrack

Introduction

Sound is a very important part of the gaming experience. In fact, we can't stress enough how crucial it is to the player's immersion in a virtual environment. Just think of the engine running in your favorite racing game, the distant urban buzz in a simulator game, or the creeping noises in horror games. Think of how those sounds transport you into the game. This chapter is filled with recipes that, hopefully, will help you implement a better and more efficient sound design to your projects.

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