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 upon the environment in which 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 the ReverbZone.unitypackage
file, containing a basic level named reverbScene
and the Signal
prefab. The package is in the 1362_09_02
folder in the code bundle.
Follow these steps to simulate the sonic landscape of a tunnel:
ReverbZone
package into your Unity Project.ReverbZones
folder. This is a basic scene, featuring a controllable character and a tunnel.6
; Max Distance: 18
; and Preset: StoneCorridor
as shown in the following screenshot: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 GameObject, you can attach it to the sound emitting object (in our case, Signal) as a component through the Component | Audio | Audio Reverb Zone menu. In this case, the Reverb Zone will be individually set up around the object.
Unity comes with several Reverb Presets. We have used StoneCorridor, but your scene can ask for something less intense (such as Room) or more radical (such as Psychotic). If these presets still won't be able to recreate the effect that you have in mind, change it to User and edit its parameters as you wish.
18.226.170.187