


Think of each unique Scene file as a unique level. Unity can’t calculate echoes purely from scene A Scene contains the environments and menus of your game.

The relative speed of the source and listener objects can also be used to simulate the Doppler Effect for added realism.

Unity can then simulate the effects of a source’s distance and position from the listener object and play them to the user accordingly. The output is either drawn to the screen or captured as a texture. More info See in Glossary attached to another object, most often the main camera A component which creates an image of a particular viewpoint in your scene. The sounds emitted are then picked up by an Audio Listener A component that acts like a microphone, receiving sound from Audio Sources in the scene and outputting to the computer speakers. More info See in Glossary attached to objects. To simulate the effects of position, Unity requires sounds to originate from Audio Sources A component which plays back an Audio Clip in the scene to an audio listener or through an audio mixer. Also, the surroundings will affect the way sound is reflected, so a voice inside a cave will have an echo but the same voice in the open air will not. A fast-moving sound source (like a falling bomb or a passing police car) will change in pitch as it moves as a result of the Doppler Effect. A listener can tell roughly which direction a sound is coming from and may also get some sense of its distance from its loudness and quality. The way a sound is perceived depends on a number of factors. In real life, sounds are emitted by objects and heard by listeners. Unity can also record audio from any available microphone on a user’s machine for use during gameplay or for storage and transmission. It can import most standard audio file formats and has sophisticated features for playing sounds in 3D space, optionally with effects like echo and filtering applied. Unity’s audio system is flexible and powerful. A game would be incomplete without some kind of audio, be it background music or sound effects.
