A Tool to Implement Adaptive Audio Techniques on Unity Games

  • Miguel F. Rodrigues Centro Federal de Educação Tecnológica de Minas Gerais
  • Flávio R. S. Coutinho Centro Federal de Educação Tecnológica de Minas Gerais https://orcid.org/0000-0001-8014-3906

Resumo


Developing an effective and simple audio system that can adapt to in-game events can take time and become complex, specially to beginner developers that don’t know how to use adaptive audio techniques. To make this less challenging, we developed a tool to implement adaptive audio into Unity games. The Adaptive Audio Manager tool for Unity is an accessible package that provides classes and methods which help developers implement a functional audio system in their games, using two popular adaptive audio techniques: vertical layering and horizontal re-sequencing. Along with the framework code, we provide documentation and a Unity prototype project with examples to keep the learning process on how to use this framework simple.

Palavras-chave: adaptive audio, framework, unity

Referências

T. Wijman, 2018. Mobile revenues account for more than 50% of the global games market as it reaches $137.9 billion in 2018. Acessado em 02 de dezembro de 2020. [Online]. Available: [link].

J. Abbade, 2020. Indústria dos videogames bate recordes e fatura us 134 bilhões. Acessado em 02 de dezembro de 2020. [Online]. Available: [link].

J. Novak, Game development essentials: an introduction, Cengage Learning, 2011.

F. Coutinho, R. O. Prates, and L. Chaimowicz, “An analysis of information conveyed through audio in an fps game and its impact on deaf players experience”, in 2011 Brazilian Symposium on Games and Digital Entertainment, 2011, pp. 53–62.

G. McDonald, 2005. A history of video game music. Acessado em 02 de dezembro de 2020. [Online]. Available: https://www.gamespot.com/articles/a-history-of-video-game-music/1100-6092391/

M. Fritsch, “History of video game music,” in Music and Game, Springer, 2013, pp. 11–40.

K. Collins, “An introduction to the participatory and non-linear aspects of video games audio”, Essays on sound and vision, pp. 263–298, 2007.

Unity, 2016. Public relations. Acessado em 02 de dezembro de 2020. [Online]. Available: https://unity3d.com/public-relations

L. MENEGUETTE, "Áudio dinâmico para games: conceitos fundamentais e procedimentos de composição adaptativa", in 2011 Brazilian Symposium on Games and Digital Entertainment, 2011.

L. Kahara, "Producing adaptive music for non-linear media", 2018.

L. H. M. Alves, J. M. S. Junior, and C. S. de Araújo, “Desenvolvimento de áudio para jogos com unity e fmod", in Brazilian Symposium on Games and Digital Entertainment, Curitiba, 2017.

A. Gungormusler, N. Paterson-Paulberg, and M. Haahr, “barelymusician: An adaptive music engine for video games”, in Audio engineering society conference: 56th international conference: audio for games. Audio Engineering Society, 2015.

GRUMBLE LABS. (2016) Adaptive music player. Acessado em dezembro de 2020. [Online]. https://assetstore.unity.com/packages/tools/audio/adaptive-music-player-52023

PLATINUM GAMES. (2017) Acessado em 02 de dezembro de 2020. [Online]. Availiable: https://nierautomata.square-enix-games.com/en-us/age-gate/

VALVE CORPORATION. (2011) Acessado em 02 de dezembro de 2020. [Online]. Available: https://www.thinkwithportals.com/

BRACE YOURSELF GAMES. (2015) Acessado em 02 de dezembro de 2020. [Online]. Available: https://braceyourselfgames.com/crypt-of-the-necrodancer/

NINTENDO. (2011) Acessado em 02 de dezembro de 2020. [Online]. Available: https://www.nintendo.com/games/detail/the-legend-of-zelda-skyward-sword-wii-u/

E. Gamma, Design patterns: elements of reusable object- oriented software, Pearson Education India, 1995.

UBISOFT QUEBEC. (2009) Acessado em 02 de dezembro de 2020. [Online]. Available: https://www.ubisoft.com/pt-br/game/assassins-creed-2/

INSOMNIAC GAMES. (2018) Acessado em 02 de dezembro de 2020. [Online]. Available: https://insomniac.games/game/spider-man-ps4/

THE GAME BAKERS. (2016) Acessado em 02 de dezembro de 2020. [Online]. Available: https://www.thegamebakers.com/press/sheet.php?p=furi.
Publicado
18/10/2021
RODRIGUES, Miguel F.; COUTINHO, Flávio R. S.. A Tool to Implement Adaptive Audio Techniques on Unity Games. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 20. , 2021, Online. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2021 . p. 1-8.