Once you have created your level's geometry, and the scene is looking just the way you want it to, you might want your sound effects to correspond to that look. Sound behaves differently depending on the environment it is projected, so it can be a good idea to make it reverberate accordingly. In this recipe, we will address this acoustic effect by using Reverb Zones.
For this recipe, we have prepared a package containing a basic level named reverbZoneLevel
and the signal prefab. The package is in the 0423_06_03
folder.
Follow these steps to simulate the sonic landscape of a tunnel:
reverbZones
package into your Unity project.reverbZoneLevel
level, inside the 06_03 ReverbZones folder. This is a basic scene featuring a first-person camera and a tunnel.Once positioned, the Audio Reverb Zone applies an audio filter to all audio sources within its radius.
Here are more options for you to try.
Instead of creating an Audio Reverb Zone game object, you could attach it to the sound emitting object (in our case, signalPrefab) as a component by navigating to Component | Audio | Audio Reverb Zone. In this case, the Reverb Zone would be individually set up around the object.
Unity comes with several Reverb presets. We have used StoneCorridor, but your scene could ask for something less intense (such as Room) or more radical (such as Psychotic). If those presets still won't be able to recreate the effect you have in mind, change it to User and edit the parameters as you wish.
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