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Using an audio source

From: Unity 4.3 Essential Training

Video: Using an audio source

Audio is in many ways as big of a part of the game as the visual components. I've named this new folder Sounds.

Using an audio source

Audio is in many ways as big of a part of the game as the visual components. We expect to hear things with every thing we do. And we expect to hear situational audio as we move around from place to place in a game. The different kinds of audio we'll hear in a game then are positional, or 3D. Where we move into a defined zone and the sound increases or decreases depending on distance. We'll also hear audio that's continuous. Things like backing music for an example. Finally, there's triggered audio. Audio that goes with a particular animation, such as a door opening or lock turning.

I put some sound files in the Assets folder. And I'll get them organized in their own Sound folder. And then look at how sounds come in and what we can do with them. I'll start out by making a new folder in the assets. Right-clicking and choosing Create and Folder. I've named this new folder Sounds. And I'll pick all of these sound files and move them into that Sounds folder. When audio comes in, we have options as to what to do with it. I'll select the interior tone for an example. We can see that it comes in natively as a wave, and we have a choice in here in the audio format to compress it to the AugVorbis or leave it alone.

Often we want to have positional, or 3D sounds, stay Native. Whereas long tone sounds may work better compressed. It's up to you how you'd like to run it, and it also depends on the platform you're authoring for. Different mobile platforms may have different ways of dealing with the audio and compressing it accordingly. I'll leave this Native, as it's already fairly small. This is my interior room tone and it's a 3D sound, meaning that I can make it positional and in a radius. We also could decide to load it into memory, or to stream it from a disk, if we're actually working from a disk.

I'll preview this audio. It's about 1:30 minute worth of a deep bass and room tone. It's basically a room tone to fill the space, plus a hum from the ventilation. We can tone it back, but it'll keep our interiors from being entirely quiet, while still reinforcing the stillness of our gallery. Here's a lake tone with birds. This is the one that we're going to use occasionally when we step out onto the balcony. And again, I'll leave it Native for now. It's the sound of water on a lake. Fairly still, but it still has some ambient water sound and occasionally, there's a bird or other noise in there.

When we're dealing especially with an outdoor environment, we can think of the sound as a way to fill up that forest or jungle, for example. A lot of times, there's a lot of things we hear and we really never get to see, like birds or maybe other animals in the trees. We need to hear that there's some life out there in addition to the water, and there's a wind tone as well. And all of that together reinforces the idea of this being a very live place around us. In realty, there's actually no birds in the scene, it's just the audio getting the idea across.

Finally, here's the door open. This is the one I've clipped down and really scaled back. So it's a very, very slight sound that will play when we trigger the door. It's just enough to show that that door is opening. And we'll get it to sync up. And it will reenforce that something is going on here that the player has triggered. In Unity then, there's an audio listener component, and it's attached by default to the first person controller and main camera. If you've seen a note down at the bottom of the screen occasionally, saying there can only be one audio listener in the scene, here's what it means.

On the first person controller, in that main camera object, there's an audio listener. And also on the main camera that's created by default in our scene, there's an audio listener. The audio listener doesn't have any properties. What it does is listen to what's going on and actually determines what we hear through our speakers or headphones. I'm going to take the AudioListener off my main camera, leaving it just on the first person controller. Now, I've got exactly one Audio Listener here. And I'm ready to listen to the sounds I'm adding in.

Show transcript

This video is part of

Image for Unity 4.3 Essential Training
Unity 4.3 Essential Training

78 video lessons · 9013 viewers

Adam Crespi
Author

 
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  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

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