Unity 4.3 Essential Training
Illustration by Mark Todd

Unity 4.3 Essential Training

with Adam Crespi

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.
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  1. 2m 57s
    1. Welcome
    2. What you should know before watching this course
    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

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Watch the Online Video Course Unity 4.3 Essential Training
6h 49m Beginner Mar 10, 2014

Viewers: in countries Watching now:

Interested in game making? Start in Unity—a game engine for mobile and desktop games and real-time simulations. Author Adam Crespi shows techniques used in game development with Unity and introduces the basics of scripting and game functionality. First, learn how to import models and textures, organize your project and hierarchies, and add terrain, water, and foliage. Next, Adam explores how to use lighting to bring the game to life, and add rendering, particles, and interactivity. The end result is a sample game with a lush environment, fully animated characters, and some basic interactive gameplay.

Topics include:
  • Designing the game
  • Creating and transforming objects
  • Importing and configuring models and textures
  • Setting properties in the Inspector
  • Creating the terrain geometry
  • Building materials and adding shaders
  • Creating GameObjects
  • Exploring physics
  • Animating objects
  • Lighting the scene
  • Creating 2D game elements
  • Adding special effects
3D + Animation Developer
Unity 3D Unity
Adam Crespi

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.

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