Let's Make a VR Game Part 10 - Sound Effect
ฝัง
- เผยแพร่เมื่อ 5 ก.ย. 2024
- In this new episode we're going to add some music and some sound effect to our game !
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📝Best VR Assets ( These links are Affiliate links which means it costs the same to you and I get a small commission. Thanks for your support!)
VR Interaction Framework
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Hexabody (Physics VR Player)
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Mirror and Reflection for VR
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Auto Hand (automatic hand grab pose)
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Hurricane VR (vr physics interaction)
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3d Hand Model for VR
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If you enjoyed this video, here are some other really good channel you should appreciate :
⌨️ Game Dev
Brackeys : / @brackeys
Dani : / @danidev
Code Monkey : / @codemonkeyunity
👨🎓 Vr Dev
Justin P Barnett : / @justinpbarnett
Vr with Andrew : / @vrwithandrew
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#vr #vrdev #madewithunity
first pls pin
lies.
@@noscope6163 sorry I did not see your commet oh and i think your lieing but whatever
List the comment as newest and i am the last one in that list . So yeah i was the first one to comment. No hate tho.@@mariofeito4020
@@noscope6163 ok I will check
Thank you so much
Do you have the sound effect files available for download?
Hi valem, thank you so much for your great tutorials. You've helped me a lot. I need to manage the sounds of my character's footsteps, which change depending on what type of floor he plays. Do you know how I could fix it? Maybe a tutorial?
Where is sound?
Please send link
Let's gooo
You are the best teacher
Can you do tutorial about publishing on App Lab???
All of Your Videos are Absolutely Amazing! A+++
can you make a sound effect when swinging a sword, it would really help me if you made a video, thank youuu
That AudioManager class looks like it's meant to handle one off sound effects. But if you had like 50 doors, hypothetically, in a scene, I would assume you would have to modify your AudioManager class. For example, you might have the door script pass it's audio source as a parameter, along with the sound name, to the AudioManager, or have it pass it's world position and the AudioManager manages a pool of audio sources that it can move to that position before playing (although I would probably go with my first example instead to avoid complexity).
Is my thinking right, or am I unaware of some better solution to handling this case?
Great tutorial btw. This is the best XR dev resource on TH-cam so far. (No offense other channels.)
Uuugh... this sort of demonstrates how much clicking and stuff you have to do to play a sound using this affordance part of the framework. The Audio Manager way is way better/simpler for sounds imo. Surely there must be some way to just just have the same thing for the pickup of objects over the affordance stuff. Some kind of event dispatch on pickup object that can be centrally managed and map it to a sound setup in the manager?
Nicee
When is the next episode😂
How many total parts are in this series?
Nvm
Next one is the last one :'(
😀
First.
You were
@@senditvr ty for truth.