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Procedural Audio Generator for Unity3D

Procedural Audio Generator for Unity3D

http://www.youtube.com/watch?v=2RWgKaRXRCk

Related:  Unity3dUnity Game Audio IntegrationPlugins, Utilities & Guides

Blog: Game Audio Scripting With Unity - Part 1, Game audio development platform revealed 4 Comments...Post a commentoriginal story Doug Said... Where can we find the free version of the software? I only see a 30 day trial at the website. 04-Mar-14 08:28 AM

AssetStore-AudioToolkit What is the Audio Toolkit? In a nutshell the ClockStone Audio Toolkit is a set of Unity tools to help you: Easily manage all audio assets of your project. Polygonal Map Generation for Games I wanted to generate interesting game maps that weren’t constrained to be realistic, and I wanted to try some techniques I hadn’t tried before. I usually make tile maps but instead used a different structure. What could I do with 1,000 polygons instead of 1,000,000 tiles? The distinct player-recognizable areas might be useful for gameplay: locations of towns, places to quest, territory to conquer or settle, landmarks, pathfinding waypoints, difficulty zones, etc. I generated maps with polygons, then rasterized them into tile maps that looked like this:

(Saving...) (Saving...) Unity 3D Best Practices: Physics (Note: This is a follow-up post to a previous article on optimisations and best practices for Unity development). This second part in our series will be entirely focused on Unity’s Physics engines. I’ll present, similarly to the previous article, simple topics which are easy to use and will optimise the physics engine usage. Let’s begin! connect to the sql database Well, the question is still pretty unclear - but here's how to connect to an MS SQL Database: In the editor and standalones, this approach should be working fine ... I'm not sure if it also works with Web players - but even if it should work, I'd definitely not recommend letting Web players connect to your database (unless you got everything in a local network). I also wouldn't let any clients connect directly to a database unless you have a secure environment. You need System.Data.dll from the Unity.app folder (I think under Frameworks).

InAudio This extension requires one license per seat Requires Unity 4.1.0 or higher. InAudio brings advanced audio design in an easy to use package. Csound Journal Introduction This article presents a system—article version available here, most recent version available here—for interfacing a video game development tool, namely Unity, with some of Csound's binaural 3D sound opcodes—particularly hrtfmove2, hrtfearly, and hrtfreverb —for real-time binaural 3D sound source positioning. The main objective of such interfacing is to have visual 3D coordinates dynamically mapped to sound-source positions in a virtual space. Csound's attributes may be accessed from within Unity's GUI, allowing non-expert Csound users to explore the power of the mentioned binaural 3D opcodes. The current text discusses the methods used for such interfacing, as well as explains its capabilities.

Tip of the day May 2013 Tip #67 – Get and set build order of scenes You can get access to the build order for scenes in your editor scripts by calling EditorBuildSettings.scenes. This allows you to control what scenes are included with the build through your editor code. public class SceneDump { [MenuItem("Codefarts/Dump Scenes")] public static void Dump() { var parts = from part in EditorBuildSettings.scenes select string.Format("{0} - {1}", part.enabled, part.path); Debug.Log(string.Join("\r\n", parts.ToArray())); }}

The sounds of Tetrobot: from XACT to Unity This article will expose how we handled the sounds and musics in Tetrobot and Co. using Unity Engine and some duct tape! But before we start, let me tell you that all the musics and sounds effects were crafted by our dear Yann “Morusque” van der Cruyssen! While reading this, you can listen to the Tetrobot and Co. soundtrack on Morusque’s Bandcamp. XACT as a source of inspiration

Game Audio in Unity My colleague, Glen Joyner, and I presented on game audio in unity at the East Coast Game Conference last month. We discussed the strengths and weaknesses of the engine, along with how to bend the engine’s audio component to your will. Maybe that’s an overstatement, but you can, at the very least, make Unity do some pretty cool stuff. Glen wrote a post for DesigningSound.org that goes more in depth in the programming side, but I can give you a brief overview (look for the post later this month). If you have the budget for any middleware (Wwise, FMOD, Fabric), just ignore me completely and bask in the glow of your budgetary superiority. Now what’s funny is that the Unity website stresses that their audio is “Powered by FMOD”.

Unity: make your lists functional with ReorderableList In Unity 4.5 we got a nice (undocumented) built-in tool to visualize lists in IDE. It's called ReorderableList, it's located in UnityEditorInternal namespace and looks like this: Let's see how to code this beautiful interface in Unity IDE using ReorderableList. Note: Though UnityEditorInternal namespace is public, it seems to be intended for Unity Team internal use (hence the name), it is not documented and might change in future versions of Unity. If you notice an API change please post it in comments section below. Sources: Project sources are on GitHub.

Unity 3D Best Practices: Part 1 We’ve been developing games with Unity for a while. As most of our games are targeted for mobile devices, one of our main concerns on the development process is having our projects well structured and optimised. There are a lot of simple tips and tricks we’ve been using which make all the difference on any project’s overall performance. In order to demonstrate each topic’s usefulness, I’ll be presenting profiling data retrieved from a demo, running on an iPad Mini. Always cache references to components you’ll need to use on your scripts.

Unity: Controlling game elements with sound I’ve been playing around with Unity 3D in my spare time. Verdict? Lots of fun! Thankfully I’ve found it easy to understand because of the many years I spent as a teenager watching my brother work in 3D Studio Max and Maya. The audio side of Unity is relatively easy (and therefore limited) if you have previous experience in game audio. Getting both the visuals and audio to work is straightforward if you have any experience in object oriented programming.

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