Thursday, 7 February 2013

One more reason why we focus on the audio instead of graphics

I had just read Tinus' comment in Unity3D Community Forum site. He said that the state of game audio is 10 years behind the game graphics. I am agree with it. I am desperately stressed while searching for a way in Unity3D, the game engine we used for the prototype, to manipulate sound. Unity has quiet impressive way to manipulate the graphics. We can add particle effect with Unity, change object's texture, create a simple object, create a water reflection effect, create a skybox, and so on pretty easily. Sadly the feature to manipulate the sound is really limited. I can't even do the LL/RR sound effect as we wanted for our game!

Thus, I searched for another options: using external audio engine for Unity! Through Unity3D forum, I found some audio game engine. So far, my option is using SuperCollider. As Tinus also mentioned in the forum, SuperCollider is well-defined, the implementation is robust and very feature-rich. Besides, Tinus had already implemented it into Unity3D ^___^ He also said, with the ability to write audio buffers to Unity's sound sources, we could build a library of audio synthesis tools and start exploring some idea.

This forum thread is really a great source in our game. If we are picked up and I keep continue using SuperCollider, I might as well contact Tinus for help/suggestion :)

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