Hey everyone!
Not a huge update today, but there was something in particular that was developed that I think will help out a lot on the audio side of things.
Reading Audio Files Externally
So in the previous workflow, any time one of our sounds guys created new sounds, I would have to import them into Unity, rename, and reassign them to the right objects/code for them to play correctly. I would then need to build a new executable or record gameplay for others to see sounds in action. Having to do this constantly to check/test different iterations/version can get a bit time consuming..
We’ve recently implemented a way to allow for reading external sounds files, which allows for swapping out sounds by placing them into a directory where the game build is located, and then giving them the correct name (i.e jump.ogg, attack1.ogg, etc)
This will allow the audio team to test out their sounds and edits much more quickly and independently if needed.
For devs out there using Unity, we managed to do this using WWW and StreamingAssets!
Speaking of Audio...
The Audio Team and I had a meeting last week! (First time we managed to get mostly everyone on the mic together). We spent most of the meeting going over some of the planned tracks, and how to split the work between everyone.
Have you all had a chance to hear some of the tracks that are out? We’ve created a SoundCloud a while back where we’ll be uploading some of the tracks as they become available!
https://soundcloud.com/breezethegame
In addition to that, there were some other items worked last week:
