Skip to main content

How To Make A Gun Shot Sound (SFX On Unity 3D)

When it comes to audio in Unity, there are four components:
Audio Clip, Audio Source, Audio Listener, and Audio Re-verb Zone.

Audio Clips are the actual audio file imported into your game. Unity supports file formats: .aif, .wav, .mp3, and .ogg. When imported, you can compress them greatly, with the price of loosing some quality. You can do this by first selecting the audio clip, view it in the inspector. Under the Audio Importer component, you can switch the audio format from Native to the audio clip, to a compressed format applied by Unity. You can change how compressed the file is by dragging the bar at the bottom, then hitting apply.

You can get plenty of free good SFX from a site called freesound.org. All you have to do is create an account for free, and download all the sounds you want. I found a nice gun shot sound here. Simply download and load into your Project.


Audio Source actually plays the audio clip in your scene. They are an component, so it must be attached to a game object to play in the scene. You can quickly make a empty game object with an attached audio source by dragging an audio clip on to your scene. By default, they play on Awake, which means once the scene loads and plays, the sound will also. With the method of my game, I simply attached a Audio Source (Component>Audio>Audio Source) to my gun, and on instantiate of a bullet (or whatever method you have of firing your wepon), I played the sound. It goes something like this:

var bb = Instantiate(bullet, bSpawn.transform.position, bSpawn.transform.rotation);
bb.rigidbody.AddForce(bb.transform.TransformDirection (Vector3.forward)*10000);

transform.GetComponent(AudioSource).Play();

Keep in mind, you can have only one Audio Source attached to a game object. You can assign an audio clip to a source by dragging the clip to Audio clip variable under the Audio Source component like this,

Simple right?

Audio Listener Is the device that picks up audio played in the scene. You can have ONE audio listener per scene. The main camera in a scene normally already has audio listener component attached to it. The Audio listener picks up the sounds played around it, the further it is from a sound, the weaker, or less loud, the sound is. I always attach the audio listener to the player.

Audio Re-verb Zone is a component that can be used to make your sounds reverberate, or more common term, echo in your scene. Read the Reference Manual for the best description.

Comments

Popular posts from this blog

How To Import and Use Fonts

-Made by Chrome Fx Films

To use different fonts in your game, your going to have to acquire some fonts. You can go somewhere like 1001 free fonts and download ones you like and want to use.

When you download the file, you'll need to extract the file if its in  a .zip

The text file should have the extension .ttf. If you text files have a FFIL extension, simply rename the font file (yourname.ttf).
Drag the text file into unity to import. By default the Character variable should be labeled Dynamic.

The Dynamic setting means  that Unity won't pre-generate the texture, so if you look at your material containing your font, It probably will be blank. (read more here)
Now your over all objective should be getting your font to look like this (unless you prefer dynamic):
Where the characters of the font are not jumbled up and visible.
Now usually all you have to do to achieve this is change the Character variable from Dynamic to Unicode.
and that should work.
Now what some people over…

Handling Music and Sound Effects In Your Games

Initiative  While developing Treva's Adventure I had to figure out a way to handle multiple music tracks and sound effects in a clean manner or suffer horribly.  What was going to help me achieve a simple solution was taking all the different sounds and centralizing them in a single class in order to black box them.  Any other code trying to play a sound wouldn't even know the sound file's name.  All code trying to play a music track would reference a enum that defines all the track names.
Defining The Class Creating The Enum When I first started defining types in my enumeration,  I was naming the types to be exactly like the file name.  For a scary sound effect I had found a file named "ghost breath".  So around my code would be scattered lines like SoundManager.Play(SoundEffectType.GhostBreath);  This was fine until I found a sound that better fit the situation it was being used in,  and decided to use "ghost breath" for a different situation like a …

Don't Destroy On Load..

So if you want to keep an object or script that keeps up variables (or for any other reason) when you go from scene to scene, you need to attach a don't destroy on load static function, which goes something like this:

function Awake () {
    DontDestroyOnLoad (transform.gameObject);
}

The Awake function is call only once, when all the objects in the scene have been created. Read more about it here.

DontDestroyOnLoad has what ever is in the ( ) to not be destroyed when creating a new scene.

(transform.gameObject) is what will not be destroyed when the new scene is loaded, in this case, it will be the game object and all it's children the script is attached to.