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If I understand correctly there is a base note that the rest of the instruments/waves base their frequencies on. Are the base note changed at random or is it more based other factors like the scenarios you mentioned? 

And the thing that I was really wondering was how are you creating the sound? I know its based on the waves you draw in the unity animation curve but did you use a plugin to read those and interpret them as sounds or does something different happen (because I only know how to use selfmade audio files and play them back in unity but i do not know how to create those file at runtime and customise them with animation curves)

(+1)

You seem to understand correct.

The base note always has a factor of randomness, but the range of possible values are configured based on the scenarios.

You don't actually need any plugins! If there is an audiosource or audio listener attached to an object you can use the OnAudioFilterRead function to set the actual values of the audio output youself as a float between 0 and 1.