Matt Ep. 4 - AudioManager, SFX, Music


I had built an AudioManager that was robust and bug-free gradually as the program went on. I would past it into nerw projects, along with my standard Unity Mixer, and away I would go. It has become a great resource for quick implentation of sfx, by dropping them into a list in the inspector, and using a channel switching method to find the appropriate free channel to play the clip from. This has kept the audio organize, and free of over use of memory.

The round evnt audio script does exactly what it sounds like - it plays audio based on events triggered from the RoundManager. This was easy, and for more details, see my previous post. The real hard part was footsteps.

I decided to approach footsteps individually, by chopping them into 4 pieces for each foot, in each type of ground material. This way I had the best control and could use a co-routine to automate the playing of sounds from left to right, and used a multiplier to track for sprinting, which doubled the frequency of the footsteps. The key to this was using co-routine timing to make sure files don't overlap, and set metarials in game to be grass or concrete, allowing the footstep system to pick the appropriate footstep.

I used Dotween to fade between ambient audio tracks when transitioning from day to night, adding another sense of realism and immersion. 

I am proud of many sounds, and I really love the haunting effect of the 'warning sound' that is in the Dusk stage. You'll know it when you hear it...

About 70% of the SFX were originally recorded by myself, and a small handful were from Freesound.org

Music was composed with a them of ancient gothic vampires with cult ties. Sounds a bit abstract to make into music, but I think I captured it well. All original music compositions! 

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