Audio packs contain music and sound effects of the game. All packs are stored in the Unity project inside the “Assets/Audio” folder. Each pack is represented by its own folder, for example the default pack is located at “Assets/Audio/Default”. A pack’s folder must have an asset bundle name assigned to it.

Audio pack folders contain audio clip assets (sound effects), FMOD banks (music) and a configuration asset simply called “Audio Pack”. Audio clips and FMOD bancks can be located anywhere inside the pack folder, even in subfolders. The “Audio Pack” asset must be kept in the root folder of the pack. The configuration asset must be filled with all the required info. It allows to setup the FMOD banks and an audio clip for each sound effect. FMOD banks are automatically generated by Unity and placed in the “Audio/FMOD” folder. Every time these assets change (whenever the FMOD project changes) they need to be copied into the asset pack folders. It should be possible to automate this process later on.

Once a pack has been updated with new sounds or FMOD banks the asset bundles need to be rebuilt. This is possible by executing the “Assets -> AssetBundles -> Build AssetBundles” command in Unity.

To make the audio pack ship with the app the “audio_pack_default” file located at “Assets/../AssetBundles” has to be copied as-is into the “Assets/StreamingAssets” folder.

All sounds in the game are identified by an enum called “GameAudioClipName”. To add new sounds to the game it is sufficient to add new entries in the enum. After that it is possible to configure the associated clips by selecting the “Audio Pack” asset of a pack. Editable properties for the new entries will appear automatically in the inspector.

Comments

comments

Author danielem.dev
Published
Views 126
War to the Core

Recent Comments

Latest Updates

  • Solo missions

    Solo missions

    Hey guys, here are the specifics of the first two solo missions, those are sketches of the first two missions. First mission: A harvester is placed near the ship, generating supply caches. The player collects energy caches and escapes a ring of mines. No supply links allowed. The sensor component is introduced by one of […]Read More »
  • We made it to the Top 100!

    We made it to the Top 100!

    We are stoked that we managed to land on IndieDB’s Indie of the Year’s Top 100 list! We are also the only MOBA that made it to the list! The support we got from the community was overwhelming, and we would like to thank each and every person that helped us get this far. Whether […]Read More »
  • Full Campaign Series, Version 3

    Full Campaign Series, Version 3

    Characters: Daniel Blaze. Protagonist, player-character. Headstrong and rebellious. Ambiguous loyalty to the Shepherd Coalition. Joseph Blaze. Father of Daniel Blaze. Commander of the Leviathan mothership until executed for treason by the Shepherd Coalition. Sylvia. AI assistant. Provides intel, advice, mission objectives. Captain Zhukov. Cyborg commander assigned to hunt down player during the first several missions. […]Read More »
  • Story: Episode 1, Version 2

    Story: Episode 1, Version 2

    The Blaze family had long been controversial. They supported the Shepherds, but continually frustrated the Orthodox elements of their faction. Joseph Blaze was especially known for his tolerance of the weakling families that used genetic engineering to alleviate the sicknesses that exposure to the Earth’s surface had inflicted on them. Such tensions between orthodoxy and […]Read More »
  • Story: Episode 1

    Story: Episode 1

    Location: The Pole Base. When Daniel Blaze passed his final test and became the primary candidate to pilot the Leviathan, the Shepherds’ newest ship, he caused a quite a stir. Not because he’s the youngest member of the Pole fleet to be nominated for admiralship, the faction had already made peace with this as a […]Read More »
Skip to toolbar