Adam Mclellan Writes:
I'm going to take a big departure in the next couple posts to talk about my other passion outside of computer music: game audio. Specifically, I'll be talking about the basics of integrating and scripting audio in Unity. For those who don't know, Unity is an excellent cross-platform game development engine which also boasts a feature-rich free version.
If you've ever wanted to get involved with game audio but weren't sure where to start, picking up some Unity skills is a sure-fire way to find yourself some work. While some sound designers would stop at asset creation and hand off to somebody more technical to integrate, I say why not go the extra mile? There are many musicians and sound designers vying for a very finite amount of work in this space, and if you're able to not only create audio assets but also integrate them you'll be able to sell yourself that much more easily.
And fear not: if you've ever worked with Max/MaxForLive, Quartz Composer, etc. then you'll have no problem picking up Unity. Tthe amount of actual "scripting" required to integrate audio is generally quite minimal--just a few lines here and there.
In this month's post I'll start by introducing Unity and walking through some simple scenarios, like importing sounds and triggering them. Next month I'll explore more complex topics like reverb zones and scripting dynamic audio events.
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