Unity John Lemon
To learn all the ins and outs of the Unity Audio System, I revamped the audio for the Unity tutorial project called John Lemon. All sounds were either self-recorded, self-synthesized and/or heavily layered and sound designed in order to create a unique experience. To get more implementation control and variety I also created some special features such as Custom Audio Patches, Interactive Music and a Dynamic Reverb System (see below).
Custom Audio Patches C#
Since Unity does not allow for random selection of samples, pitch modulation, volume modulation etc. out of the box, I had to program it myself. Below you can find some examples of Scriptable Objects related to Audio which I made myself. I then use these Patches in other script to play my sounds.
Interactive music
In order to make the game feel more like a journey, I created an interactive music system. The music is custom made and split up into different stems. The volume of each stem is determined by the distance of the player to the exit, and each stem has their own distance range of when they should start to play. This creates a nice vertical composition increasing tension when the player is getting closer to the exit.
Dynamic Reverb System
I wanted some different areas in the game to have different reverb effects, since the reverb volumes of unity don't have priorities, I came up with my own solution. I used audio triggers and mixer snapshots to get a dynamic reverb system. When the player overlaps with the audio trigger of a certain reverb area, the mixer snapshot of that reverb will be loaded. Video below.
By pressing the button below, you can download the build of this game and play it yourself!