Sound in a world
The sounds of a world are Unity's audio components in its scene, as you set them in the editor:
- Audio Source: music, ambience, a sound on an object. Play On Awake starts it as the world loads; Spatial Blend at 1 makes it a 3D sound that comes from its object and fades with distance (Min Distance, Max Distance); at 0 it is heard the same everywhere.
- Audio Reverb Zone: the echo of a hall or a cave around a point.
- Audio filters on an Audio Source's object: Audio Low Pass Filter, Audio High Pass Filter, Audio Echo Filter, Audio Distortion Filter, Audio Chorus Filter, Audio Reverb Filter.
Each player's game plays them for itself, from the moment it loads the world: two players do not hear a looping music at the same point. To start a sound at the same moment for everyone, a script plays it (sound in scripts, network events).
What players hear and control
- The player's ears are the game's: an Audio Listener of your scene is removed, the player's head listens (what a world may hold).
- Players set the volume of everything a world plays (its sounds, music and videos) with the World slider of Settings > Sound (sound), apart from the players' Voices.
- How players hear each other's voices in your world (how far, how loud) is set by your scripts (players: voices).
Sound from scripts and videos
- A script plays, stops and changes the Audio Sources, and reads what they play (sound).
- A video's sound plays through the Audio Sources you give its player: put one at the screen (televisions and video).
- Pulse reads the music of an Audio Source to light your world with it.
