Weapons and sound

In the last couple of sections of the last chapter, we introduced ambient sounds as the first layer or group of audio to our Viking Village. For this section, we are going to introduce a new layer of audio, the direct feedback group. If you recall from the introduction in the first chapter, this is the layer of audio that covers sounds activated by a player action or reaction within the game, which may include audio such as explosions, weapons, character dialog, or boss music.

Back in Chapter 1, Introducing Game Audio with Unity, we introduced the terms diegetic and non-diegetic. Are you able to categorize the audio we have used thus far or in the next examples as diegetic or non-diegetic? A quiz will be provided at the ...

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