Game Development Reference
In-Depth Information
Step 10: Add Audio Reverb Zone component to Sound-ReverbZone. With
Sound-ReverbZone selected in the Hierarchy, choose Component>Audio>
Audio Reverb Zone. A new component will appear in the Inspector. In the
Scene view, adjust the Min Distance and Max Distance spheres (the blue
squares allow for these regions to be resized) to roughly match Figure 11.3 .
Figure 11.3 Adjusting the reverb
zone.
Step 11: In the Inspector, change the Reverb Preset to Hangar.
Step 12: Test. Play the game with headphones, and take a listen to how
the audio changes when the player is within the Audio Reverb Zone.
Adjust the Min Distance, Max Distance, and Reverb Presets to taste.
Step 13: Add addition sounds as desired. For instance, I added another
sound source near the doorway entrance using the mechanical rumbling
sound. Be sure to adjust volumes and Min and Max distances to get this
just right. Adjust, test, and adjust again.
Step 14: Organize the sound sources. Create a new GameObject (make sure
it is at Transform Position 0,0,0) and rename it Sounds. Take all the sound
GameObjects created thus far and make them children of this new Sounds
(in the Hierarchy, just drag them onto Sounds).
Why?
We are starting to get a lot of objects floating around in the scene. By taking
a moment to organize we can hide collections of stuff that we don't need.
Footsteps
So far we have created ambient sounds, which are great and help make the
scene much more immersive. But there are other sounds (like footsteps) that
can also help bring the scene to life.
There are many ways to work with things like footsteps. In third-person games
the exact timing of footsteps could be very important—we'd want the sound
to play at the exact moment that the character's feet (which we can see) hit
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