Game Development Reference
In-Depth Information
Using a positional audio and
environmental effects
Audio is an incredibly powerful mood setter and should not be overlooked in a game. In
this recipe, we'll go through how to make the most of your sound assets using runtime ef-
fects and settings. If you're simply looking for omnipresent sounds or the basics on how to
play them, check out Chapter 1 , SDK Game Development Hub .
This recipe will do well in an FPS, where you have a number of footstep sounds that are
played when the player moves around. However, the principle is true for any short sound
that is played often enough to sound repetitive.
We'll approach this recipe in two steps:
1. First, we will learn how to vary a basic, repetitive sound. We can achieve this by
varying the sound's pitch and using LowPassFilter .
2. In the second step, we'll use reverb to vary it further, depending on the scene.
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