Version
The stage is set before a single piece of geometry has been placed. The goal is simple: create a lush and non-repetitive ambient background to support hours of travel through the deep forest that lies ahead.
This chapter will take you through the process of:
Importing audio files
Setting up a looping background ambient audio source
Randomizing playback of background ambient elements
Randomizing the 3D position of elements
Applying real-time parameter control to blend containers using Crossfade
Using sound emitters as part of ambient design
Creating attenuation ShareSets
Subscribing game objects to attenuations
Using SoundSeed Air - Wind
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