Unity Sound Design: Part 10. - Using public events to control audio

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Cujo Sound - WhiteNoiseTrash: Is a video game audio development channel by Bjørn Jacobsen.

I discuss game audio development, implementation, asset creation, thoughts, ideas, opinions. Everything from home made simple recordings, over in-engine implementation to massive final productions of cinematics.

In this lengthy episode I will use public events.
It will show you how to create an event yourself when a sound plays and listen to it elsewhere and use it to change other audio files playing.

In this case we will use it to change pitch and volume, to create a small compressor style effect, I have also used it in a small game that I made where I controlled the pitch when time was slowed down in the game.

This is by far the most advanced episode I will make, it takes a bit of coding skill and some practice to nail, but it will give you priceless knowledge of how to make your own events, but more importantly how to listen to events that programmers will make during development.

http://www.dadiu.dk/a-mothers-inferno
Check out the game.

All scripts from these series will be downloadable from http://cujo.dk/scripts

Thanks for watching.




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Tags:
Cujo
Cujo Sound
WhiteNoiseTrash
CCP Games
IO
IO Interactive
sound
sound design
audio design
video game
videogame
game audio
audio tutorials
unity
unity 3d
events
public events
event c