Chapter 9. Playing and Manipulating Sounds

In this chapter, we will cover:

  • Matching the audio pitch to the animation speed
  • Simulating acoustic environments with Reverb Zones
  • Preventing an Audio Clip from restarting if it is already playing
  • Waiting for audio to finish playing before auto-destructing an object
  • Adding volume control with Audio Mixers
  • Making a dynamic soundtrack with Snapshots
  • Balancing in-game audio with Ducking

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 ...

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