Making a great sounding Unity game
summary
Unity ships with one-sound-per-event audio, so the team replaces it with the third-party Fabric add‑on and implements layered, randomized events that keep effects fresh. Simple fixes shown: play between three gun samples instead of one, add ±10% pitch variance, split enemy strikes into four independent layers, and supply 20 footsteps per surface with ~12% playback variation. Implementation for Festival of Magic takes about two weeks (~130 hours) and a discounted ~$6,000; the result is varied, non‑repetitive audio that works in-game.
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chapters (13)
- 0:00Introduction
- 0:48Examples of bad sound
- 4:41Impact of bad sound
- 6:40Creating good sound
- 8:44Audio in Unity
- 12:20Fabric manager workflow
- 16:52Recording and mixing layers
- 22:14Fabric mixer in-game
- 27:15Surface footstep system
- 32:14Advanced weapon audio
- 38:45Production Q&A
- 44:46Field recording gear
- 49:20Passion for sound design








