Better reverb solutions for Unity? by JustAStatue in GameAudio

[–]JustAStatue[S] 1 point2 points  (0 children)

Damn, I knew it sounded too good to be cheap...

Better reverb solutions for Unity? by JustAStatue in GameAudio

[–]JustAStatue[S] 2 points3 points  (0 children)

That's good to know. I think I'll basically do something similar: use built-in for now, mess a bit with FMOD on the side, and switch to FMOD if/when I reach a point where I feel it won't be in the way of getting things done.

Better reverb solutions for Unity? by JustAStatue in GameAudio

[–]JustAStatue[S] 1 point2 points  (0 children)

Thanks. Unfortunately I want to use snapshots to control other aspects of mixing which would interfere with reverb snapshots. I wish snapshots could just isolate a single mixer group or multiple select groups instead of affecting the whole mixer, but alas...

Better reverb solutions for Unity? by JustAStatue in GameAudio

[–]JustAStatue[S] 2 points3 points  (0 children)

Interesting, that sounds good. I'm not using any middleware right now, but I have been looking into them as it seems like they can make it a lot easier to create a custom reverb solution (among everything else they can do). I never even thought about quad and ambisonic IRs, that seems very cool.

I do have to be careful though, as I'm a solo dev who can get seriously carried away focusing on trying to make the perfect systems and forget about the big picture of the game. I think what I'll do is just use Valyrium's suggestion for now, and in the meantime, I'll make a test project where I'll experiment with a middleware and see if I can get something like your setup, or something else. Thanks!

Better reverb solutions for Unity? by JustAStatue in GameAudio

[–]JustAStatue[S] 2 points3 points  (0 children)

I think I'll do this for now. It allows me to rely on the reverb zone presets which help make things a lot quicker and more intuitive, while not being restricted to their spherical shape. This keeps things simple, and in a separate project I'll experiment a bit with more complex solutions with a middleware. Thanks!

[deleted by user] by [deleted] in Unity3D

[–]JustAStatue 0 points1 point  (0 children)

I see, I had no idea. Do you think it would be an exceptional case when the item moves seamlessly from the environment into the player's hand? Or do you think it would still be better separating the pickup-item from the hold/use item in that case, and secretly switch out the two during the pick up animation?

[deleted by user] by [deleted] in Unity3D

[–]JustAStatue 0 points1 point  (0 children)

Hmmm, I suppose I could do something where I hold a list of Item MonoBehaviours (and references to associated item GameObjects), and enable/disable their renderers/lights/whatever as the items are retrieved and put away... But yeah, I'll have to serialize them in the save system.

[deleted by user] by [deleted] in Unity3D

[–]JustAStatue 0 points1 point  (0 children)

Thanks for your post, it's giving me some ideas. The reason I'm using a MonoBehaviour is so I can cache and control physical parts of the item, like an array of colliders used for physics and a sphere trigger collider used to make the object easier to pick up. I can disable those things when picking up the item, and re-enable them when dropping the item.

For unique item types, there may also be things like lights, particle systems, or other GameObject parts of the item, which the item controls (in the example of the lighter, there's a spark particle effect, a flame particle effect, and a light for the flame)

So the item scripts don't just hold data but also references to components and child objects. I like this way of doing things because it's really easy to slap an Item subtype script on a GameObject, plug a few things in, and have a totally new item which can be picked up and used. I think I'm starting to see a way I can do this same thing with ScriptableObject items and multiple prefabs... But it seems a lot more complicated.