Unity Game Audio Implementation by Coggan Andrew;

Unity Game Audio Implementation by Coggan Andrew;

Author:Coggan, Andrew;
Language: eng
Format: epub
Publisher: Taylor & Francis Group
Published: 2022-03-15T00:00:00+00:00


This space should sound vastly different to the area outside the alcove; if you struggle to hear the difference in reverb characteristics changing, a technique is explained later in this chapter that should make this much more obvious. Also consider returning and retesting after we have explored the Unity Mixer in Chapter 12, as the Unity Mixer can be configured to mute all other sounds in the game except for Ellen’s Staff. To help compare and contrast, feel free to walk in and out of the alcove to test this as many times as you like.

In this configuration, two Audio Reverb Zone GameObjects have been added to the level, one for outside the alcove in the main game area and one for inside the alcove. I have selected a preset for each that appropriately replicates the acoustic space. There are also two Trigger Areas; one is positioned just inside the alcove, and one is positioned just outside the alcove entering the main game area.

The two Trigger Areas each feature a Box Collider Component with the Is Trigger parameter activated. An InteractOnTrigger script and the GameObjects have been set to the Collider Layer.

Using two Trigger Areas allows for the ability to create a switching system. In this configuration, only one of the Audio Reverb Zone GameObjects will be active at any one time.

The Audio Reverb Zone GameObjects are named Island ReverbZone and Alcove ReverbZone.

Playtest the level again and watch in the Hierarchy as the Audio Reverb Zones GameObjects become Enabled or Disabled, switching from one to the other as the player walks, runs, and jumps back and forth through the entrance to the alcove.

Hierarchy path:

Level01 > Audio > Reverb Zones



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