Easy-to-follow video tutorials help you learn software, creative, and business skills.Become a member

Creating a sound zone

From: Unity 4.3 Essential Training

Video: Creating a sound zone

There's a number of ways we can put audio into our scene. This will be my room tone and I'll have one for buildings B and C as well.

Creating a sound zone

There's a number of ways we can put audio into our scene. There all going to be an audio source, but we really need to think about when do we hear a sound. For this game there's not really a backing music or overall track that rides over the entire game. If you do need one of those put an empty game object into your scene and an audio source, and simply let it come on and not really have a fixed range to it. You'll have music throughout the game. What I'm going to do is similar, but I'm going to put a range on. And I'll use that interior room tone for each building.

Basically, ranging it in the room in a large area, so that when you're in the building, you do hear the vents, and it is a little bit positional, but definitely starts to fade out once you go outside. I'll begin by hiding my water and terrain so I can see my buildings and navigate around a little more easily. I'll hide the water, and then the terrain object. And, I'll also turn off the effects at the top of the scene view. Now, get in some game objects. Choosing Game Object>Create Empty. And I'll name this one, Building A Interior Sound.

This will be my room tone and I'll have one for buildings B and C as well. Now I'll attach an audio source to it, choosing Add Component>Audio>Audio Source. As you can see we've got a bunch of different components to add. Different filters, distortion, echos and so on. For example, if we needed a reverb zone, where our character has footsteps and we enter into a cave and we hear those footsteps reverberate, we could add a reverb zone to it. And that way when we hear that audio it'll be echoing as if we're surrounded by rock.

I'll pick my audio source and then I'll get my audio clip in. I'll click on the Pick button for the audio clip and choose Interior Tone. I'll move this into building A. I'll position it roughly in the middle. I'm going to let this range be most of the building, although occasionally we get into a quiet spot up by the doors. That's pretty good, and I can see in this, pressing F to focus in, that there's actually a sphere with this audio. What this determines is our minimum distance, and then there's a maximum distance which is 500 units out. Very, very big.

What I'm going to do is size this down. Using that icon and clicking and dragging to affect the minimum distance. I'll make it bigger. So we definitely here when we're in this range. Then I'll pull max distance down. I'll try 50 to begin. And as we back out we can see that other sphere. It's still very big, it's a giant piece of audio and it will overwhelm everything. I'll pull this back further. I'll try 15 and now that outer range, the limit on this audio, encompasses this building.

There's a corner over here by the window that's definitely quiet. And, the opposite corner by the brick wall will definitely have sound. Once we get out onto the balcony, that sound really starts to fade out. And, this is a good place to be able to lap in to the audio from outside. Now, look at the volume. What happens here is that this sound is going to Play on Awake, meaning as soon as the game starts, play that sound. I'll leave that alone and check loop, and then scroll down to look at the 3D Sound settings. The 3D sound means that as I get closer or farther from the center of that sound, it comes and goes with a Doppler effect, meaning it starts off high and gets low as we away.

Down in this graph where I've got my logarithmic roll off set by default, I can see I've got volume keys for the sound. I'm going to take this all the way down at the end, so that by the time we exit the volume it's exactly quiet. Right now what this means is that I would always hear the sound in the game. Because the end key here still has a volume of about a third or so. I'll pull this down further, so that by the time we reach the end of that range that sound is really gone. It's important to think about, when do we hear the sound as well.

I'll alter the handles. And so now, when we're in that range, we definitely hear the sound. And as we get out to the outside, it fades to precisely zero. Sometimes, we want sound to always be there in the scene. For example, let's say we're running around a place with generators. Even at the farthest reach of the level, we may hear a gentle hum from the generators. And it turns into a roar when we get close. For other places we may want the sound to fall off exactly, so that when we're out on the balcony, we don't get the interior hum of the air conditioning.

I'll play this and see how it sounds, hopefully it'll be in the right range, and I'll still hear the sound nicely enough inside. Here I am in the game, and I can definitely hear that audio, the hum of the vents. As I move around, the sound changes, getting into that corner, and the game gets very quiet, it really recedes off, so I'm in a really still place. As I come back over, it picks up again. It's working nicely. I may end up wanting to take the volume down and I can do it here in this graph. Alternately I've got an overall volume for that sound.

I'll lower the overall volume just a bit and then I'll look at the priority. Priority goes between 0 and 255, with 0 being the highest. I'm going to pull this sound down, so it's got a higher priority. This way I'll always hear this hum. And it'll override other sounds that are occasional or triggered such as doors. Now I can clone this around. I'll press Ctrl+D, duplicate it, and slide it over into the next building, naming this one building B interior sound. Finally I'll duplicate it into building C.

Pressing Ctrl+D one more time, and pulling it over. Once I've got these in, I'm ready to get my lake sounds in. They'll use the same kind of audio source, with a much smaller range. So as we step out onto the balcony, I've got the sound of water around the base of the buildings.

Show transcript

This video is part of

Image for Unity 4.3 Essential Training
Unity 4.3 Essential Training

78 video lessons · 9384 viewers

Adam Crespi
Author

 
Expand all | Collapse all
  1. 2m 57s
    1. Welcome
      41s
    2. What you should know before watching this course
      52s
    3. Using the exercise files
      1m 24s
  2. 21m 21s
    1. Designing the game
      4m 39s
    2. Setting the project
      4m 9s
    3. Exploring the Hierarchy, Scene, and Inspector windows
      5m 45s
    4. Creating and transforming objects
      6m 48s
  3. 21m 34s
    1. Organizing the Assets window
      2m 55s
    2. Exporting objects from 3D modeling programs
      8m 33s
    3. Importing and configuring models and textures
      4m 54s
    4. Setting properties for models and textures in the Inspector
      5m 12s
  4. 29m 8s
    1. Introducing the game environment
      4m 27s
    2. Placing the player controller
      4m 29s
    3. Publishing project settings
      5m 32s
    4. Adding sky and fog
      8m 17s
    5. Fine-tuning the First Person Controller
      6m 23s
  5. 57m 25s
    1. Creating the terrain geometry
      3m 29s
    2. Forming the topography
      9m 54s
    3. Painting the terrain textures
      7m 9s
    4. Painting trees and forests
      10m 55s
    5. Painting grass, shrubs, and 3D geometry
      9m 38s
    6. Painting detail meshes
      8m 46s
    7. Adjusting terrain settings
      7m 34s
  6. 39m 45s
    1. Creating materials and assigning shaders
      8m 56s
    2. Handling multiple materials
      7m 13s
    3. Adding textures to a material
      3m 57s
    4. Manipulating textures
      5m 20s
    5. Adding reflections to materials
      8m 1s
    6. Creating lit materials
      6m 18s
  7. 47m 12s
    1. Creating GameObjects
      5m 2s
    2. Understanding components
      6m 15s
    3. Using colliders for barriers
      6m 22s
    4. Using colliders for triggers
      8m 1s
    5. Exploring physics
      8m 22s
    6. Working with Physic materials
      5m 3s
    7. Adding joints to rigid bodies
      8m 7s
  8. 20m 33s
    1. Setting up prefabs for animation and batching
      5m 8s
    2. Animating an object
      6m 32s
    3. Adjusting timing in an animation
      3m 50s
    4. Animating transparency and lights
      5m 3s
  9. 11m 58s
    1. Importing skinned meshes
      4m 51s
    2. Separating animations into clips and states
      3m 14s
    3. Creating transitions between states
      3m 53s
  10. 30m 22s
    1. Customizing ambient light
      2m 59s
    2. Creating the sun using a directional light
      5m 49s
    3. Using layers and tags for lighting
      3m 32s
    4. Adding spot and point lights
      4m 25s
    5. Using point lights for fill
      4m 30s
    6. Adding and fine-tuning shadows
      5m 10s
    7. Creating lighting effects with cookies
      3m 57s
  11. 9m 15s
    1. Adding scripts to GameObjects
      2m 42s
    2. Using correct script syntax
      6m 33s
  12. 23m 7s
    1. Setting up a 2D project
      3m 13s
    2. Importing sprites
      2m 30s
    3. Slicing in the Sprite Editor
      3m 6s
    4. Layering sprites and setting the sorting order
      5m 12s
    5. Creating 2D colliders
      3m 12s
    6. Adding 2D physics
      2m 25s
    7. Animating 2D elements
      3m 29s
  13. 30m 25s
    1. Creating light shafts and sunbeams
      5m 20s
    2. Using ambient occlusion to add gravity
      4m 37s
    3. Adding depth of field
      8m 40s
    4. Applying motion blur
      5m 46s
    5. Tuning color for mood
      6m 2s
  14. 38m 16s
    1. Exploring water effects
      7m 36s
    2. Working with wind zones
      2m 8s
    3. Using an audio source
      4m 3s
    4. Creating a sound zone
      5m 59s
    5. Triggering audio
      3m 37s
    6. Adding audio effects
      3m 13s
    7. Creating particle systems
      2m 26s
    8. Adjusting particle systems
      9m 14s
  15. 25m 23s
    1. Setting up occlusion culling
      5m 52s
    2. Enabling batching to reduce draw calls
      3m 28s
    3. Testing in the game window using statistics
      4m 27s
    4. Building a development build and debugging
      6m 0s
    5. Building the executable
      5m 36s
  16. 49s
    1. Next steps
      49s

Start learning today

Get unlimited access to all courses for just $25/month.

Become a member
Sometimes @lynda teaches me how to use a program and sometimes Lynda.com changes my life forever. @JosefShutter
@lynda lynda.com is an absolute life saver when it comes to learning todays software. Definitely recommend it! #higherlearning @Michael_Caraway
@lynda The best thing online! Your database of courses is great! To the mark and very helpful. Thanks! @ru22more
Got to create something yesterday I never thought I could do. #thanks @lynda @Ngventurella
I really do love @lynda as a learning platform. Never stop learning and developing, it’s probably our greatest gift as a species! @soundslikedavid
@lynda just subscribed to lynda.com all I can say its brilliant join now trust me @ButchSamurai
@lynda is an awesome resource. The membership is priceless if you take advantage of it. @diabetic_techie
One of the best decision I made this year. Buy a 1yr subscription to @lynda @cybercaptive
guys lynda.com (@lynda) is the best. So far I’ve learned Java, principles of OO programming, and now learning about MS project @lucasmitchell
Signed back up to @lynda dot com. I’ve missed it!! Proper geeking out right now! #timetolearn #geek @JayGodbold
Share a link to this course

What are exercise files?

Exercise files are the same files the author uses in the course. Save time by downloading the author's files instead of setting up your own files, and learn by following along with the instructor.

Can I take this course without the exercise files?

Yes! If you decide you would like the exercise files later, you can upgrade to a premium account any time.

Become a member Download sample files See plans and pricing

Please wait... please wait ...
Upgrade to get access to exercise files.

Exercise files video

How to use exercise files.

Learn by watching, listening, and doing, Exercise files are the same files the author uses in the course, so you can download them and follow along Premium memberships include access to all exercise files in the library.


Exercise files

Exercise files video

How to use exercise files.

For additional information on downloading and using exercise files, watch our instructional video or read the instructions in the FAQ.

This course includes free exercise files, so you can practice while you watch the course. To access all the exercise files in our library, become a Premium Member.

Join now "Already a member? Log in

Are you sure you want to mark all the videos in this course as unwatched?

This will not affect your course history, your reports, or your certificates of completion for this course.


Mark all as unwatched Cancel

Congratulations

You have completed Unity 4.3 Essential Training.

Return to your organization's learning portal to continue training, or close this page.


OK
Become a member to add this course to a playlist

Join today and get unlimited access to the entire library of video courses—and create as many playlists as you like.

Get started

Already a member?

Become a member to like this course.

Join today and get unlimited access to the entire library of video courses.

Get started

Already a member?

Exercise files

Learn by watching, listening, and doing! Exercise files are the same files the author uses in the course, so you can download them and follow along. Exercise files are available with all Premium memberships. Learn more

Get started

Already a Premium member?

Exercise files video

How to use exercise files.

Ask a question

Thanks for contacting us.
You’ll hear from our Customer Service team within 24 hours.

Please enter the text shown below:

The classic layout automatically defaults to the latest Flash Player.

To choose a different player, hold the cursor over your name at the top right of any lynda.com page and choose Site preferencesfrom the dropdown menu.

Continue to classic layout Stay on new layout
Exercise files

Access exercise files from a button right under the course name.

Mark videos as unwatched

Remove icons showing you already watched videos if you want to start over.

Control your viewing experience

Make the video wide, narrow, full-screen, or pop the player out of the page into its own window.

Interactive transcripts

Click on text in the transcript to jump to that spot in the video. As the video plays, the relevant spot in the transcript will be highlighted.

Are you sure you want to delete this note?

No

Your file was successfully uploaded.

Thanks for signing up.

We’ll send you a confirmation email shortly.


Sign up and receive emails about lynda.com and our online training library:

Here’s our privacy policy with more details about how we handle your information.

Keep up with news, tips, and latest courses with emails from lynda.com.

Sign up and receive emails about lynda.com and our online training library:

Here’s our privacy policy with more details about how we handle your information.

   
submit Lightbox submit clicked
Terms and conditions of use

We've updated our terms and conditions (now called terms of service).Go
Review and accept our updated terms of service.