Game Audio Development with Unity 5.X
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Audio layers or groups

In virtually all digital games, the three base audio components we defined earlier may also include effects that will be broken into distinct layers or groups. This not only simplifies audio composition and development, which can become quickly complex as we will see, but also separates out critical audio elements. While you can think of each layer of audio playing separately during the game, from the player's perspective they will hear all the layers mixed together. The following list defines a set of basic layers we will use to group our audio:

  • Ambient and environmental audio: This includes both diegetic and non-diegetic audio such as waterfalls, ocean waves, birds chirping, a rowdy tavern, crowds, a humming power plant, or a band playing music. This group is not just limited to audio sound clips but may also include effects such as reverb, echo, distortion, or other environmental audio effects. We will cover ambient audio effects in more detail starting in Chapter 2, Scripting Audio.
  • Direct feedback audio: This will include any sound elements that that need to react directly to player input in a scene or on the interface. Diegetic examples of this would be shooting/reloading a gun, throwing a grenade, or watching something explode. Non-diegetic examples of this would be the sound of character getting shot, boss music playing, vocal cues, or dialog. Starting in a Chapter 2, Scripting Audio, we will cover several examples of this type of audio.
  • Interface audio: This includes sounds activated as part of the game interface. This typically would include items such as button clicks or notifications. We really won't go into too much depth in this area, as interface sounds are fairly standard and use the same principals you learn to manage other audio that is easily transferable to the interface.
  • Background or theme music: This area is relatively self-explanatory and immediately conjures up your favorite game theme music. However, background music can be used to dynamically change and thus alter the tone of a game during various conditions. This form of audio change is known as adaptive music and is something we will spend a great deal of time on, starting in the Adaptive sound and music section. In Chapter 2, Scripting Audio, we will introduce the use of background music in a scene.

Remember, this is only a basic definition of layers we have grouped our basic audio components into. As you will see through the rest of this book, there are a number of other ways we can group or layer audio. In Chapter 3, Introduction to the Unity Audio Mixer, we will cover the use and definition of audio groups in more detail.

Now that we have some very basic audio terminology defined, let's get into putting some of this knowledge to use in Unity. In the next section, we will look at downloading and setting up Unity.