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Viking Village Audio Implementation - Unity

  • Charlie Carroll
  • Mar 23, 2019
  • 2 min read

When creating a video on how I would implement sound into this game Unity had difficulty running it which meant nothing would work when playing the game apart from being able to walk around. The aesthetic of the came was wrong as well, as it had none of the textures that were originally there. I made a sound for the giant wheel creaking and turning which is shown in screenshots below. I will look to fix the game in Unity which will allow me to make a full video on audio implementation. I have posted a screenshot which shows where I have placed the audio file in the game engine. Unity allows you to place the sound within a 3D world which is highly important for a game like this, as the player approaches the object the sound will get louder but also the panning should change due to the way the player is facing and moving. All of this can be achieved using the sliders and settings seen on the right hand side of the screenshot when clicked on the specific audio file. You can also create a EQ curve which changes what we hear depending on the distance you are away from the object - in this instance with the wheel it is more likely that you will hear the low end rumbling further away than the more higher pitched squeaking of the wheel as low end frequencies travel furthest.

To create the sound I took three effects from FreeSound; a general wooden wheel turning, some wooden creaks and a low end rumble. I duplicated the wooden creak as I pitched one of them lower than the other to create a larger dynamic range for the wheel.

Unity Session

Logic Pro Session


 
 
 

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