Creating Audio Assets

In addition to art assets and particle effects for Project 1, I decided to create my own audio assets as well. Using Audacity, I created the sound effects for when an enemy gets destroyed and when and enemy attacks.

To do this, I opened Audacity and click the ‘Click to Start Monitoring’ button up the top. This is just to set up my mic and make sure that everything is recording properly. From there I hit the record button and made a few noises that I thought would be appropriate.

Audacity.png

After I found a few that I thought were good enough to use, I deleted all the excess audio and dead-air by clicking and dragging the mouse cursor over the areas and then pressing the Delete key.

Next I had to cut the audio in three different sections. This is because there were three different sounds in that audio clip that I want separated and if I was to export the current recording, it would export in one large chunk which I would rather not work with.

To cut the audio, I highlighted a section that I wanted to keep and pressed the Space Bar. What the Space Bar does is it plays the currently selected audio and nothing else, meaning that you can check if you have selected all the audio you wanted.

AudacitySelectedAudio.png

Then, once you are happy with your selection, you go to Edit > Remove Special > Split Cut.

AudacitySplitCut.png

This cuts the audio you have selected out of the current track. Now you need a place that audio in a different track. To do this you need to go to Tracks > Add New > Stereo Track.AudacityAddTrack.png

This will create a track beneath the first one on the screen. Now you need to paste the track that you cut by clicking on the second track and then going to Edit > Paste.AudacityPaste.png

You must follow these steps for each separate audio file that you wish to create. Remember that each track is a different audio file. When pasting audio, it may sit beyond the beginning of the track but that is nothing to worry about. Since there is nothing recorded there, not even dead-air, Audacity disregards that section completely. However, if you want to fix that you can go to Tracks > Align Tracks > Start to Zero and it will move the audio on the track to the beginning of the track.

Now that all the audio is ready, we can export it. We are able to export multiple tracks at once by going to File > Export Multiple. When you click that you will be greeted by the screen below.AudacityExportMultiple.png

Note that I am exporting the audio as MP3’s. When I first tried this I was given a pop-up telling me that I needed the LAME encoder in order to export my audio as MP3’s. This isn’t a big problem because the pop-up as a button on it that directs you to the download page for the LAME encoder.

After doing that, it will ask you to enter any info that you want on your audio files such as Artist Name, Track Title, etc. Once that is done and your files are successfully exported, it is time to import them into Unity. I made a folder called Audio and placed all of my tracks in there.

Now there is audio in the project but not in the game. Time to add some functionality through code. I started by creating an empty and naming it ‘AudioManager’. I gave it an AudioSource and attached a script to it that looked like this:AudioScript.png

This script has public AudioClip refenences that allow me to drag and drop my audio from the Inspector and an AudioSource reference that is assigned to when the script starts. So now we a place in the game where audio is stored and can be played from, but nothing that tells the AudioManager to actually play anything.

The next step is then to add lines of code that tell the AudioManager to certain tracks when a certain thing happens. The two images below are of the lines I have added to the enemies Death and Attack functions.

EnemyAudioScript1.png

EnemyAudioScript2.png

The first script tells the AudioManager to play ‘defGhst1’ whenever an enemy dies and the second script tells the AudioManager to play ‘defGhst2’ whenever the player enters the enemy’s range of attack.

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