Game Development Reference
In-Depth Information
Step 7: Repeat for additional sound source in the tunnel. Duplicate
Sound-Waves in the Hierarchy window by selecting it, then right-click it
and choose Duplicate. Rename the copy to Sound-Waves Tunnel and then
move it into place ( Figure 11.2 ).
Figure 11.2 Additional wave source
within the tunnel.
Warnings and Pitfalls
When playing the game,
it is possible to make
changes to parameters
of components (like
Audio Sources) within
the scene; and when
these changes are made
they will instantaneously
be in effect. However,
remember that these
changes will revert once
the game is stopped.
So while tweaking
things like volume while
in-game are quick ways
to find the right values,
be sure to write these
values down because
they will need to be
input again when the
game is stopped.
Why?
The idea here is that the waves lapping against the side of the tunnel will
create additional audio vibrations (sound). Placing an additional sound
source here will ensure that this effect is heard.
Step 8: Test, test, test. When working with sound, testing often is critical
and is really the only way to make sure that the settings work.
Audio Reverb Zones
Audio Reverb Zones are areas of the model where effects are applied to the
sounds that an Audio Listener is receiving. Audio Reverb Zones are fairly
easy to place and are pretty handy in most simple situations. They simply
create two spheres that define the effect of the reverb zone. The inner sphere
indicates the area in which the reverb is in full effect, and the effect drops off
to the volume of the outer sphere.
This works well, unless the zone is a cube (like the back of an enclosed truck).
This can create goofy situations where walking around the outside of the
truck can produce audio reverb effects as the player walks through the
spheres that define the zone.
Still, in situations like ours, this will work fine since we don't need a terribly
accurate zone (our zone will be the space under the covering).
Step 9: Create a new empty GameObject (GameObject>Create Empty).
Place it in the back corner (where the entrance is). Name the GameObject
Search WWH ::




Custom Search