04. Implementing Audio

Implementing Audio

Please Note the Following

  • At 1:48 minutes into the video, when the instructor has assigned Sound Clip 2, you should check the Loop checkbox to ensure the audio continues to play regardless of how long the game is played for.
  • At 1:58 minutes into the video, the instructor adjusts the volume of all three audio sources at the same time. In addition, you should also adjust the volume of each of the audio sources individually to create the user experience you want to provide. For example, you may want the user to hear a hint of the Play point audio, i.e. Sound Clip 2, from the Start point, or you may only want it to be possible to hear that audio once the user approaches or is inside the dungeon.

To make it easier to manage your empty gameobjects such as the Start, Play, and End gameobjects you created in this lessons, you can assign icons to them.

  • The GvrViewerMain prefab you see in the Hierarchy during the videos no longer exist in GoogleVR Unity SDK and is now represented by the GvrEditorEmulator prefab.
  • The Main Camera you see in the Hierarchy during the videos will typically be nested as a child of the GvrEditorEmulator prefab.
  • The GvrReticle prefab you see in the Hierarchy during the videos has been renamed GvrReticlePointer.
  • The GazeInputModule script no longer exist in GoogleVR Unity SDK and we recommend using the GvrEventSystem prefab instead of the default Unity EventSystem because this prefab already has the required script components.
  • The stereoscopic view you see in the video while in Game mode is no longer rendered in the Unity Game view due to changes to GoogleVR Unity SDK. However, you can still use Alt + Move Mouse to simulate head rotation and Ctrl + Move Mouse to simulate head tilt.
  • If you find that Alt + Move Mouse and Ctrl + Move Mouse does not respond once you have entered Game mode, it's most likely because the Unity project is using GoogleVR Unity SDK version 1.6. For this versions of GoogleVR Unity SDK the head rotation and tilt simulation does not work while using Unity desktop platform mode. Therefore, you need to use a mobile platform, by going to File > Build Settings... and switching to either iOS or Android platform in the Build Settings popup window.
  • In general, the camera should be nested under a parent gameobject, for example, the GvrEditorEmulator prefab, and have a local position and rotation of 0, 0, 0. To reposition the camera, the parent gameobject should be repositioned and the camera itself should keep its local position and rotation of 0, 0, 0.