Planning our game's audio

Planning a game's audio is an important part of game design. Just because we can do something with regards to audio, does not mean we should. Too much audio can be as off-putting as not enough. 

The audio selected for the Cucumber Man game is intended to provide sufficient demonstration of how to import, configure, and script a game for various audio effects. To that end, the following audio will be implemented in our Cucumber Man game:

  • Animations that require sounds:
    • Cucumber Man
      • Jump
      • Throw
      • Die
      • Respawn
    • Cucumber Beetles
      • Eat
      • Standing Run
      • Die
  • Events that require sounds:
    • Player Defeat
    • Player Victory

We will perform the implementation in the next section.

Get Getting Started with Unity 2018 - Third Edition now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.