Audio

Audio

Currently, Lumberyard supports audio in the game only through Wwise. Lumberyard comes packed with the LTX version of Wwise where all the sound engineering happens. Audio is added to the game using sound banks that Wwise exports and the sounds can be played/stopped through script. Unity, on the other hand, has a powerful in-house audio system. It allows a very WISYWIG style of adding and modifying sound sources and clips. Unity also supports integration with Wwise, but is not the default option. While a lot more can be done with sound effects in a game through script, Unity does not make it mandatory. A naive user can just drag and drop a sound on an object and be able to control to a certain extent how and when the audio would play.

Lumberyard can achieve the same audio effects as Unity. Both of the engines use audio related component to add audio clips to entities (game objects). The difference between Lumberyard audio and Unity audio is the way they handle audio pieces, Lumberyard needs wwise project to set up audio triggers and all the audio properties (such as volume, 3D or 2D…). Lumberyard consider and organize audio files as one single audio project. In the script, the way to play an audio clip is to trigger the event triggers. This perspective is different from Unity. In rollup bar, Lumberyard also has audio box function to set an area as the play or stop trigger, which is useful organizing different ambient sound in different areas.

 

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