Production process 2

Will has also given me his new music files. For the logo screen and the PC login screen, he created new music in the top layer. And he has created three new music tracks for the game interface, corresponding to the three levels. He also created music for the game’s ending animation, which can be heard in the showcase video, as the Unity project doesn’t include ending animation.

The logo interface, which is still very familiar, uses an Audio source, so I just had to add a new Audio source to the existing one and associate the corresponding music files to it.

When I get to the computer’s login screen, the boot animation sound can be replaced directly, but the ambient sound of the computer fan after the boot animation requires code. The engineer for this game (Yunke Wang) writes very clean and well-organised code, just click on the corresponding scripts for the corresponding scenes and will find the corresponding place. The code is written via Visual Studio and then it will show up in the inspector and then link to the corresponding audio file.

The game interface is a bit complicated with all the stuff that needs to be added. The simple one first is that the link sound effects can be replaced directly. The interface has only ever had one music loop, so the problem now is that we need to add three audio playback commands like before. My friend told me that the code was run from top to bottom. When I got to this point, I had to say that the engineer of this game wrote a really clear and clean code, he put the whole audio manager, the whole UI manager, the game manager, and all resources of the interface in different scripts.

So I could easily find where the audio code was. Write the trigger condition in the script of the UI and then go back to the whole audio manager script to add the link in the way.

Then came the most complicated part, the feedback sounds for the brain. Because this is not a loop sound, it is a sound that is triggered by an animation that is triggered because the objects are linked a certain number of times. I asked my friend about this and she told me to find the code for the brain animation and then add a snippet of code that triggers the sound, then go back to the whole audio manager script and add it.

To summarise, the sounds in this game are not added one by one through Audio sources as in the example given in class. In addition to the Logo Screen, two Audio Sources are built into each Scence, one for sound effects and one for music (BG), then make the audio source is connected to different mixers. The sound files are then added to the game by code, and the sounds are then linked to the corresponding Audio source. In this case, it is not possible to adjust a sound effect individually. So if I want the brain feedback sound to appear a little to the left, I have to change in Pro tools or add a new Audio Source(linking the sound to be adjusted to this Audio Source separately), which is not very convenient. But, the advantage of this is that the whole project interface is very clean and clear.