Watch the recording of this live session where a Unity Certified Instructor teaches participants how to configure both 2D and 3D audio, create Reverb Zones to enhance the environmental audio effects, trigger audio from a custom C# script, and master the scene’s audio using the Audio Mixer. Throughout the session, you will learn how to:
Define the role of an Audio Source, an Audio Clip, and an Audio Listener in a scene.
Define rolloff, localized audio, filters, reverb zones, and mixing
Implement audio that appears to come from a particular point in 3D space (e.g. localized sound effects) and audio that appears to come from no place in particular (e.g. background music)
Configure the 'rolloff' of an Audio Source in order to control how its volume changes with distance (e.g. logarithmic, linear, or custom)
Apply Audio Effects/Filters in order to achieve a specific desired result such as reverb, choral effects, or frequency filters.
Add a Reverb zone in order to apply an effect depending on where the user is relative to an audio source, for example if they were entering a cavern.
Use the Audio Mixer in order to mix various audio sources, apply effects to them, and perform mastering.
Programmatically play, pause, and stop sounds from a script in order to control audio effects based on certain events.