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Micheal Lanham - Game Audio Development with Unity 5.X

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Micheal Lanham Game Audio Development with Unity 5.X
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    Game Audio Development with Unity 5.X
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Game Audio Development with Unity 5.X: summary, description and annotation

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Game Audio is one of the key components in making a game successful and it is quite popular in the gaming industry. So if you are a game developer with an eye on capturing the gamer market then this book is the right solution for you.
In this book, we will take you through a step by step journey which will teach you to implement original and engaging soundtracks and SFX with Unity 5.x. You will be firstly introduced to the basics of game audio and sound development in Unity. After going through the core topics of audio development: audio sources, spatial sound, mixing, effects, and more; you will then have the option of delving deeper into more advanced topics like dynamic and adaptive audio. You will also learn to develop dynamic and adaptive audio using the Unity Audio Mixer. Further, you will learn how professional third party tools like FMOD are used for audio development in Unity. You will then go through the creation of sound visualization techniques and creating your own original music using the simple yet powerful audio workstation Reaper. Lastly, you will go through tips, techniques and strategies to help you optimize game audio performance or troubleshoot issues.
At the end of the book, youll have gained the skills to implement professional sound and music. Along with a good base knowledge audio and music principles you can apply across a range of other game development tools.

Game Audio Development with Unity 5.X — read online for free the complete book (whole text) full work

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Contents

  • 1: Introducing Game Audio with Unity
    • b'Chapter 1: Introducing Game Audio with Unity'
    • b'Introduction to game audio'
    • b'Getting started with unity'
    • b'Importing audio into unity'
    • b'Audio sources and listeners'
    • b'3D sound and spatial blending'
    • b'Summary'
  • 2: Scripting Audio
    • b'Chapter 2: Scripting Audio'
    • b'Introduction to scripting in Unity'
    • b'Building a musical keyboard'
    • b'Weapons and sound'
    • b'Randomizing audio'
    • b'Background music'
    • b'Summary'
  • 3: Introduction to the Audio Mixer
    • b'Chapter 3: Introduction to the Audio Mixer'
    • b'Introducing the Unity Audio mixer'
    • b'Shaping audio with effects'
    • b'The master mixer and controlling signal flow'
    • b'Routing audio signals in the mixer to effects'
    • b'The duck volume effect'
    • b'Summary'
  • 4: Advanced Audio Mixing
    • b'Chapter 4: Advanced Audio Mixing'
    • b'Recording audio changes with snapshots'
    • b'Audio Mixer scripting with parameters'
    • b'A dynamic audio wind effect'
    • b'Creating environmental audio zones'
    • b'Dynamic music mixing'
    • b'Summary'
  • 5: Using the Audio Mixer for Adaptive Audio
    • b'Chapter 5: Using the Audio Mixer for Adaptive Audio'
    • b'Introducing adaptive audio'
    • b'Building\xc3\x82\xc2\xa0adaptive audio cues'
    • b'Creating mood with adaptive music'
    • b'Vertical remixing with the Audio Mixer'
    • b'Footsteps with adaptive sound'
    • b'Summary'
  • 6: Introduction to FMOD
    • b'Chapter 6: Introduction to FMOD'
    • b'Getting started with FMOD Studio'
    • b'Back to the basics'
    • b'Effects and mixing'
    • b'Mixing in a reverb effect'
    • b'Parameters, snapshots, and triggers'
    • b'Summary'
  • 7: FMOD for Dyanmic and Adaptive Audio
    • b'Chapter 7: FMOD for Dyanmic and Adaptive Audio'
    • b'Dynamic wind and environmental zones'
    • b'Scripting with FMOD'
    • b'Revisiting the footsteps example'
    • b'Adaptive music with FMOD'
    • b'Transition timelines and stingers'
    • b'Summary'
  • 8: Visualizing Audio in Games
    • b'Chapter 8: Visualizing Audio in Games'
    • b'Analyzing audio with Fast Fourier Transform (FFT)\xc3\x82\xc2\xa0windows'
    • b'Examining\xc3\x82\xc2\xa0an audio visualizer'
    • b'Visualization performance and windowing'
    • b'Audio-driven\xc3\x82\xc2\xa0lighting'
    • b'Microphone-driven visualizations'
    • b'Summary'
  • 9: Character Lip Syncing and Vocals
    • b'Chapter 9: Character Lip Syncing and Vocals'
    • b'Real-time lip syncing'
    • b'Speech and phonemes'
    • b'Blend shape animation'
    • b'Real-time character lip sync'
    • b'Recording vocals'
    • b'Summary'
  • 10: Composing Music
    • b'Chapter 10: Composing Music'
    • b'Getting started with Reaper'
    • b'MIDI and virtual instruments'
    • b'Basic music theory'
    • b'Enhancing the composition'
    • b'Recording music and vocals'
    • b'Summary'
  • 11: Audio Performance and Troubleshooting
    • b'Chapter 11: Audio Performance and Troubleshooting'
    • b'Audio performance considerations'
    • b'Profiling performance with Unity'
    • b'Audio optimization tips and tricks for Unity'
    • b'FMOD performance and optimization\xc3\x82\xc2\xa0'
    • b'Audio troubleshooting'
    • b'Summary'
Chapter 1. Introducing Game Audio with Unity

Welcome to our journey into game audio and audio development with Unity. It is the leading cross-platform game engine that provides an abundance of features to make developing games easy. For this book, it doesn't matter if you are completely new to game audio, Unity, or game development. We will start with the assumption that you are a complete novice and build from there. With each new chapter, we will be introducing new concepts and additional material. Of course, if you are an experienced Unity developer with basic knowledge of audio development, you may want to skim over the first couple of chapters. Regardless of if you are a novice or master, the later chapters in this book will cover plenty of Unity features and tools to give you the knowledge of developing AAA game quality audio for your games.

In this chapter, we will cover the basics of Unity and add audio to a project and scene in Unity. As this is the first chapter, we will be covering a quick introduction to game audio and then spend some time installing and configuring Unity. From there, we will introduce the core Unity components and how they function. Here is a summary of what we will cover in this chapter:

  • Introduction to game audio
  • Getting started with unity
  • Importing audio into unity
  • Audio sources and listeners
  • 3D sound and spatial blending audio

As with most of the chapters in this book, it is expected that you follow along and complete each of the exercises. Completing the exercises hands on will reinforce all the concepts and provide you with a good foundation for the more complex material introduced in later chapters. All the material required to complete the exercises will either be provided via the book's downloaded source code or will be freely available online. Therefore, in almost all cases, you will be required to have an internet connection. If you feel that you understand the content in a chapter and just want to review the completed examples, then follow the instructions provided in the book's download to build the final examples.

Introduction to game audio

Chances are, if you have played a few computer, video, or mobile games in your life, you are already quite familiar with what great game audio should sound like. Perhaps; you even cherish the audio from a couple of your favorite games. However, if someone asked you how they composed or mixed that audio, unless you were a professional audio technician, you would likely be at a loss on how the audio in a game mixes together. Fortunately, in this section, we will start to introduce some of the basic concepts of game audio, which we will of course build upon in later chapters in this book.

Main game audio components

Game audio, unlike audio a sound designer would compose for film or television, will typically be broken down into three distinct areas as listed here:

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