Adding and Organizing Audio: Unity Tutorial

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  • Опубліковано 30 вер 2024
  • Games need sound! So in this video we look at how to add sound effects and music to your game, while setting up an Audio Manager to help you keep organizing as your game grows.
    Other topics you'd like to see covered? Let me know in the comments, or pop into the discord server to share your thoughts.
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    🎹 MUSIC 🎹
    Town Music
    Night Run Studio
    from the Willard Soundtrack

КОМЕНТАРІ • 10

  • @RafiGrafi
    @RafiGrafi 4 місяці тому +1

    Something that i jsut needed! Thank You so much :D

  • @PaalAas
    @PaalAas 4 місяці тому +1

    Nice tutorial, this is going to come in handy when I start up with my own audio manager!
    The zooming in on the main character when presing the "New Game" buton, was by the way a very nice tuch! That tuch actually gave me a "This is cool" feeling. Which is exactly what you wan't when someone starts to play your game for the first time.

    • @NightRunStudio
      @NightRunStudio  4 місяці тому +2

      Thanks for the feedback! That's definitely the result I'm hoping for when the player first starts the game. Glad to hear it hit the mark.

  • @shockingchris9809
    @shockingchris9809 4 місяці тому +1

    Rehope games does a similar AudioManager to yours and I really like how the implementations are so similar.
    I might ask, for my project, I have a function in the AM that takes in an audio clip from the singleton and plays it. I think it's useful for having an entity store its own audio clip and then calling the audio manager to play the sound from there.
    Having 1 audio source for music (unless you want overlapping music) makes sense.
    Is there any need in your mind to have more than one audio source for SFX? Such as, will things cut each other off if they play at similar times, since they are sourced from the same component? Any experience with this?

    • @shockingchris9809
      @shockingchris9809 4 місяці тому

      Also, incredible job as always. I've already got sound in and it's implemented just like this. 250K sub channel right here

    • @NightRunStudio
      @NightRunStudio  4 місяці тому +1

      It's really just a matter of personal preference. I like storing all of the effects in one place, so I never have to go looking for it in the future. (Most of my scenes have hundreds of elements in them).
      This will be especially useful later in the project. At the moment, almost all of my sound effects are placeholders. When the time comes to replace them all, it will be really nice to just bring up the AM and swap out all the files (no looking around for hundreds of files in different locations).
      Having more audio sources also makes a lot of sense; I agree! As your game scales, it makes sense to have one that handles ambient sound, one for player sounds, perhaps a combat source, etc.

  • @danielli6665
    @danielli6665 4 місяці тому

    Will you make multiplayer guides in the future?

    • @NightRunStudio
      @NightRunStudio  4 місяці тому

      That's an interesting idea... What sort did you have in mind? online multiplayer, splitscreen multiplayer, simultaneous multiplayer, etc?

    • @danielli6665
      @danielli6665 4 місяці тому

      @@NightRunStudio Online multiplayer. Kind of like how minecraft and terraria's multiplayer method. Btw in the future, will you be adding in multiplayer into your dream game?

    • @NightRunStudio
      @NightRunStudio  4 місяці тому

      @@danielli6665 Good question... it's been on my mind a lot. I think I will for sure add a local multiplayer option. The jury's still out on online... trying to keep the scope creep from getting too out of control.
      I could definitely see some online multiplayer guides in the future. Though not on the immediate horizon. I'm finding that my more technical series aren't doing as well as the basic ones. I think I need to build up my viewership a little bit so that I have more of a base to draw on for the more advanced series.