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What is a good audio asset?

Discussion in 'Audio & Video' started by Jake_Smith, Jan 5, 2015.

  1. Jake_Smith

    Jake_Smith

    Joined:
    Dec 6, 2013
    Posts:
    2
    Hello Everyone!
    I'm a university student studying music production and I will be releasing audio assets on the asset store in the near future as part of a project for my dissertation. But before I do that I'm really interested to know what it is that a Unity game developer values in an audio asset pack and if there are common issues and problems when working with audio assets acquired from the store.

    Like for example, with music and ambiance; is looped audio always a must and would it be valuable to include non-looped versions of the assets? So they have a more gradual progression and include an intro and outro.

    Also, with sound effects; are there certain types of sampled audio that when you have a good one, you're happy to just use it with everything? Are there any particular sound effects where you frequently require a unique sample in your projects?

    P.S. I intend to use this information as part of a report, if you'd prefer to remain anonymous feel free to say so.
     
    TheSniperFan and BrandyStarbrite like this.
  2. TheSniperFan

    TheSniperFan

    Joined:
    Jul 18, 2013
    Posts:
    712
    • No static noise
    • No other background noises
    • No clipping
    • Available as FLAC files, if further editing is required
    • Variations (when it comes to effects)

    Well, the obvious things.
    The first three are no-brainers: high quality recordings.
    All audio editing should be done using uncompressed files, but that's something I don't need to tell you.
    The last one is very important for effects that you'll hear a lot.
     
    Jake_Smith likes this.
  3. Jake_Smith

    Jake_Smith

    Joined:
    Dec 6, 2013
    Posts:
    2
    Actually the idea of a customer editing after they acquire the assets is something I never considered :D. Thanks for the reply!
     
  4. TheSniperFan

    TheSniperFan

    Joined:
    Jul 18, 2013
    Posts:
    712
    Not every effect can or should be applied at runtime.
    Sometimes it's just easier to create the variation beforehand and just play it normally in game. When you create a sound pack, you can't possibly cover all possible use cases.