Introduction to game audio
summary
Covers concrete game audio practices: roughly six hours of soundtrack work for Kingdom Come Deliverance with about an hour of direct implementation, practical rules for one‑shots versus sustains, and why explosions and footsteps must be randomized. Describes a lightweight adaptive engine called Wheel of Audio (open beta) with web project definitions, duration retargeting and a Unity API, using contexts and variables like NPC count or player health. Implementation patterns include instantiate temporary GameObject for one‑shots, attach persistent AudioSource to visible objects for engines, and place invisible ambient sources for room ambiances.
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chapters (15)
- 0:00Game audio intro
- 1:06Audio roles and duties
- 2:32Game audio defined
- 4:57Sound effects design
- 7:28Environmental sound realism
- 9:15Physics vs semantics in sound
- 10:43Sound sources in games
- 13:11Foreground and background audio
- 15:43Horizontal and vertical sound structures
- 17:31Sound in Unity
- 19:36Adaptive music basics
- 21:01Music design levels
- 22:48Adaptive music techniques
- 23:30Audio engine overview
- 25:43Q&A
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