Description
Course info
Rating
(62)
Level
Beginner
Updated
Jun 23, 2017
Duration
1h 7m
Description

Creating compelling soundscapes for your Unity project can be daunting. In this course, Unity Audio Fundamentals, you'll get to see the basics of Unity's audio engine and C# scripting for audio. You'll start with understanding playing background music, playing ambient sound, and creating event-triggered sound effects (SFX) in Unity. Next, you'll get to cover multi-track background music and Unity's Audio Mixer component, as well as the creation of a Music Controller script in Unity, allowing you to have code triggered audio events. Finally, you'll get to see how to polish your soundscape with audio FX. By the end of this course, you'll understand how to play and control dynamic multi-track background music, add sound effects and trigger them with C# code, utilize Unity's many built-in audio effects, and mix it all together using Unity's convenient Audio Mixer. Software required: Unity 5 or newer, Visual Studio.

About the author
About the author

Dano Kablamo (Dano Harry) is a VR storyteller and game developer, a multi-instrumentalist, sound designer, and chiefly an artist.

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Section Introduction Transcripts
Section Introduction Transcripts

Course Overview
Hi, everyone. My name is Dano Kablamo, and welcome to my course, Unity Audio Fundamentals. I'm a sound designer and Unity developer at Prismic Studios. Your audio is half of what you're presenting to your audience, so why not learn to do it right. In this course, we are going to create an easily expandable and complete audio system that will work for just about any game. Some of the major topics that we will cover include, how Unity's audio works, how to create a dynamic soundscape, how and when to use audio effects, how to automate audio changes in Unity with code. By the end of this course, you'll know everything you need to handle audio for your games in Unity. Before beginning the course, you should be familiar with the Unity game engine, and at least have a basic knowledge of C# and how it's used in Unity. I hope you'll join me on this journey to learn how to create dynamic, interactive soundscapes for your games with the Unity Audio Fundamentals course, at Pluralsight.

Dynamic Soundscaping in Unity
Welcome back! In this module, we'll be covering the basics of dynamic soundscaping in Unity. A dynamic soundscape will react to your player's input and change based on the situations and scenarios in your game. We can do all of this thanks to Unity's built-in AudioMixer system. We will learn how to create and route AudioMixers. We will be creating audio groups. We will learn to mix audio. We will also blend between states with code. We will learn how to use AudioMixerSnapshots. We'll be triggering transitions with C# code in order to fade in auxiliary and ambient sounds. Unity's AudioMixer system allows full customization of many layers of audio mixers allowing us absolute control over our soundscape at all times with a familiar workflow. First, how do actual audio mixers work? Imagine many small rivers joining together into a few larger ones, which then join together into an even larger river, which then empties into the ocean. Now you understand something of the structure through which audio flows. Many individual audio streams begin in the audio source of individual GameObjects, which are routed by the audio source component to one of several audio mixers we have created, which then feed into a final master mixer. This is how we can achieve a perfect blend between our sound effects, ambience, music, and more.

Juicy Player Audio in Unity
Hi there. Welcome to module 4 of Unity Audio Fundamentals, Creating Juicy Character Audio. Up until now, we've been creating environmental audio, music, and ambience. Now let's create an audio system for a character, and let's make it nice and juicy. In this module, we will be creating juicy player audio using C# scripting, creating a footstep system that can recognize different surfaces using ray casting, creating a velocity-controlled pitch driver for sweet engine sounds, train sounds, or other pitch variable sound effects, and we'll create a projectile audio system. Here in Unity, we've got a little scene for our character to explore. It's got wood, stone, and some grass for our character to walk on. In our Project folder, I've got a sound effects folder that contains all of our footstep WAV files. I've got three different sounds for each footstep, and I recorded them with a cheap field recorder. Here's some footsteps on grass. (Footsteps) Here's some footsteps on hard surfaces. (Footsteps) And here are some footsteps on wood. (Footsteps)

Polishing Your Soundscape with Effects
Hello, and welcome to module 5 of Unity Audio Fundamentals, Polishing Your Soundscape with Effects. Audio effects are plug-ins that allow you to apply many different types of processing to your audio. Here are some examples, which are included in Unity's audio engine. First, a dry sound with no effects at all. (Sound) Some effects are spatial, like reverb, (Sound) which smears the audio and creates the effect of being in a space, like a cave or a forest. Effect can be time-based, such as echo. (Sound) There are also modulation-based effects, such as flange and chorus, (Sound) pitch shifters, (Sound) distortion, (Sound) and many more. There are many volume-based effects, such as compression and normalization. Compression makes quiet parts seem louder by making loud parts quieter on a gentle curve, and normalization raises the overall volume until the loudest section of audio is at the maximum volume. Then there are effects that work by filtering out certain frequency ranges, such as high pass and low pass, and EQ filters. In this module, we'll learn how to use and create spatial audio effects, such as natural reverberation or echoes, how to use a low-pass filter and audio mixer snapshots to simulate the sound of being under water, how to create 3D environmental sounds like wind, how to polish the final stage of our sound mix using track effects, such as compression, limiting, and EQ.