1 00:00:00,702 --> 00:00:02,587 In Unity's audio mixer 2 00:00:02,587 --> 00:00:04,587 the send and receive effects 3 00:00:04,587 --> 00:00:06,924 give us a great deal of control 4 00:00:06,924 --> 00:00:09,717 over how our signals are routed 5 00:00:09,717 --> 00:00:13,184 through the mix and particularly to effects. 6 00:00:13,597 --> 00:00:16,824 In this scene we have four game objects, 7 00:00:16,824 --> 00:00:19,848 each with an audio source and an audio clip 8 00:00:19,848 --> 00:00:22,686 loaded that's a loop of a music track. 9 00:00:23,974 --> 00:00:29,159 In our mixer we've setup two effect return tracks. 10 00:00:29,159 --> 00:00:32,833 These are normal groups which have respectively a reverb 11 00:00:32,833 --> 00:00:36,295 on reverb return and an echo effect 12 00:00:36,295 --> 00:00:38,074 on echo return. 13 00:00:38,074 --> 00:00:40,074 Currently they are not receiving 14 00:00:40,074 --> 00:00:43,373 signal from any other the other tracks in the mixer. 15 00:00:43,373 --> 00:00:45,936 But if we want to get a signal to them 16 00:00:45,936 --> 00:00:50,320 we can do that using the send and receive effects. 17 00:00:50,320 --> 00:00:53,601 Let's start with our arpeggio sound, 18 00:00:53,601 --> 00:00:55,017 which sounds like this. 19 00:01:00,966 --> 00:01:02,966 What we're going to do is that we're going to use 20 00:01:02,966 --> 00:01:06,532 a send effect to split the signal so that our 21 00:01:06,532 --> 00:01:08,078 arpeggio will continue to be routed 22 00:01:08,078 --> 00:01:10,078 through the master output but will 23 00:01:10,078 --> 00:01:12,638 also have a duplicate of it's signal 24 00:01:12,638 --> 00:01:15,155 with a controllable volume sent 25 00:01:15,155 --> 00:01:17,541 in this case to the reverb return. 26 00:01:17,953 --> 00:01:20,567 So first we're going to go to our reverb return track 27 00:01:20,567 --> 00:01:23,602 and we're going to setup our destination, our receive. 28 00:01:23,602 --> 00:01:25,832 We're going to choose Add - Receive. 29 00:01:26,660 --> 00:01:29,459 Now it's important to note that the 30 00:01:29,459 --> 00:01:32,638 sequence of these effects in the channel strip 31 00:01:32,638 --> 00:01:34,108 is very important. 32 00:01:34,108 --> 00:01:37,294 In this case the signal from the receive effect is 33 00:01:37,294 --> 00:01:40,007 coming in to the chain after the reverb, 34 00:01:40,007 --> 00:01:42,528 meaning that it's signal will not be processed 35 00:01:42,528 --> 00:01:43,685 by the reverb effect. 36 00:01:43,685 --> 00:01:46,545 What we're going to do is move the reverb down 37 00:01:46,545 --> 00:01:49,746 so it's in the chain after the receive. 38 00:01:50,055 --> 00:01:52,055 Now we're going to go to our arpeggio and we're going to 39 00:01:52,055 --> 00:01:54,228 apply a send effect, we're going to choose 40 00:01:54,228 --> 00:01:56,228 Add - Send. 41 00:01:56,545 --> 00:01:58,545 Now we'll see over in the inspector 42 00:01:58,545 --> 00:02:03,637 that we have a choice for what bus to route the send to. 43 00:02:03,637 --> 00:02:06,011 The term bus comes from the world of 44 00:02:06,011 --> 00:02:09,655 audio mixers in which a bus can be used 45 00:02:09,655 --> 00:02:12,491 to route signal from one channel 46 00:02:12,491 --> 00:02:15,258 to another or two multiple other channels. 47 00:02:15,578 --> 00:02:17,578 In this case the choice is between 48 00:02:17,578 --> 00:02:19,846 routing to a receive effect 49 00:02:20,250 --> 00:02:22,250 or to a duck volume effect. 50 00:02:22,933 --> 00:02:25,048 For more on duck volume effects 51 00:02:25,048 --> 00:02:27,289 check out the information linked below. 52 00:02:27,289 --> 00:02:32,528 We're going to choose our reverb return receive effect. 53 00:02:33,951 --> 00:02:37,887 Now we'll notice that a send level becomes visible. 54 00:02:37,887 --> 00:02:40,787 This is how much duplicated signal 55 00:02:40,787 --> 00:02:43,330 is being routed to the receive effect. 56 00:02:43,936 --> 00:02:46,234 We're going to start playing and turn that up 57 00:02:46,234 --> 00:02:48,234 so we can hear the effect happen. 58 00:03:09,666 --> 00:03:11,666 And you can hear when I stop it we get 59 00:03:11,666 --> 00:03:13,945 that nice reverb tail 60 00:03:13,945 --> 00:03:17,540 tailing off there because now the arpeggio sound 61 00:03:17,540 --> 00:03:20,328 has been routed through the receive effect, 62 00:03:20,328 --> 00:03:23,033 through the SFX reverb plugin 63 00:03:23,033 --> 00:03:26,912 and that's creating that nice cycle acoustic impression 64 00:03:26,912 --> 00:03:30,353 of our sound being played in a large space. 65 00:03:30,959 --> 00:03:33,987 What reverb effects do is they simulate 66 00:03:33,987 --> 00:03:36,505 the reflections of sound 67 00:03:36,505 --> 00:03:40,030 bouncing off of surfaces and returning to the listener 68 00:03:40,030 --> 00:03:41,685 in an acoustic space. 69 00:03:41,685 --> 00:03:44,442 Our synthesiser sound never occurred in an acoustic 70 00:03:44,442 --> 00:03:47,057 space so it has no natural reflection 71 00:03:47,057 --> 00:03:50,191 and we're adding those using the reverb effect. 72 00:03:50,191 --> 00:03:52,191 It's worth noting when we work with 73 00:03:52,191 --> 00:03:55,409 reverb effects via sends and receives 74 00:03:55,409 --> 00:03:58,390 that the dry level should be turned all the way down 75 00:03:58,390 --> 00:04:01,878 so that we don't duplicate the unaffected signal. 76 00:04:02,419 --> 00:04:05,217 It's also worth noting that the order 77 00:04:05,217 --> 00:04:10,960 of the attenuation and the send in our group is important. 78 00:04:11,633 --> 00:04:14,937 Currently the attenuation effect is before the send, 79 00:04:14,937 --> 00:04:17,741 meaning if we turn down volume 80 00:04:17,741 --> 00:04:20,513 using the attenuation effect the signal will stop 81 00:04:20,513 --> 00:04:22,880 passing to the send, let's give that a try. 82 00:04:25,869 --> 00:04:28,546 We can hear the trail trails off 83 00:04:29,508 --> 00:04:31,182 and the sound ends. 84 00:04:31,182 --> 00:04:34,629 If we reorder these effects we'll get a different effect. 85 00:04:34,629 --> 00:04:36,629 We're going to place the attenuation after the end 86 00:04:37,379 --> 00:04:39,985 and what you'll hear is that by 87 00:04:39,985 --> 00:04:43,852 placing the send before the attenuation effect 88 00:04:43,852 --> 00:04:47,634 the send is not going to have it's volume turned down, 89 00:04:47,634 --> 00:04:50,028 it will still receive volume 90 00:04:50,028 --> 00:04:53,579 before the attenuation turns the signal down. 91 00:04:53,579 --> 00:04:56,191 The result is that the send is going to continue sending 92 00:04:56,191 --> 00:05:00,936 signal out even though the main channel is turned off. 93 00:05:11,224 --> 00:05:13,588 What we can hear in this case is that whether or not 94 00:05:13,588 --> 00:05:16,510 the volume is turned down the send is still 95 00:05:16,510 --> 00:05:19,548 getting it's volume out to the reverb return 96 00:05:19,548 --> 00:05:21,548 and not what we're hearing is only 97 00:05:21,548 --> 00:05:24,195 the wet signal of the reverb 98 00:05:24,195 --> 00:05:27,206 coming back in to the main mix via the reverb return. 99 00:05:27,206 --> 00:05:29,738 This can be interesting for some non-traditional effects 100 00:05:29,738 --> 00:05:32,142 but typically you're going to prefer 101 00:05:33,238 --> 00:05:35,984 attenuation followed by your send. 102 00:05:35,984 --> 00:05:38,821 It's also worth noting as I mentioned earlier 103 00:05:38,821 --> 00:05:41,664 that if the receive effect is after, 104 00:05:41,664 --> 00:05:43,664 for example the reverb in this case, 105 00:05:53,221 --> 00:05:56,217 we're going to receive no effect, so it's important for any effects 106 00:05:56,217 --> 00:05:58,217 that you want to process your signal to be 107 00:05:58,217 --> 00:06:01,034 placed in the chain after the receive effect. 108 00:06:01,573 --> 00:06:04,014 Now one of the other major uses of sends 109 00:06:04,014 --> 00:06:06,800 is that we can use it to process 110 00:06:06,800 --> 00:06:09,250 multiple channels with the same effect. 111 00:06:09,250 --> 00:06:11,250 So in this track we also have 112 00:06:11,250 --> 00:06:14,035 a percussion element. 113 00:06:14,663 --> 00:06:17,241 And what we can do, by adding a send 114 00:06:17,241 --> 00:06:20,755 to that and routing that also to the reverb, 115 00:06:20,755 --> 00:06:24,244 we can add reverb, the same reverb 116 00:06:24,244 --> 00:06:25,811 to both of our tracks. 117 00:06:37,995 --> 00:06:40,567 So we can hear this gives us a very 118 00:06:40,567 --> 00:06:42,883 consistent psycho-acoustic impression, 119 00:06:42,883 --> 00:06:46,267 which is especially important if we're aiming for realism. 120 00:06:46,267 --> 00:06:48,779 To have things passing in to the same reverbs 121 00:06:48,779 --> 00:06:51,679 so that they feel like they're emanating in the same environment. 122 00:06:52,131 --> 00:06:54,946 It's also possible to use send and receive effects 123 00:06:54,946 --> 00:06:58,403 to route one signal to multiple effects. 124 00:06:58,778 --> 00:07:00,778 What we're going to do is we're going to send our 125 00:07:00,778 --> 00:07:05,210 arpeggio additionally to our 126 00:07:05,210 --> 00:07:07,775 echo effect on our echo return group. 127 00:07:08,448 --> 00:07:10,448 We're going to add a receive effect 128 00:07:10,448 --> 00:07:12,982 to the echo return and move it up in the 129 00:07:12,982 --> 00:07:15,903 chain so that it's signal will pass through the echo. 130 00:07:16,268 --> 00:07:18,894 Then on the arpeggio we're going to add a send 131 00:07:19,750 --> 00:07:22,249 and assign it's output to 132 00:07:22,711 --> 00:07:24,914 the echo return receive. 133 00:07:24,914 --> 00:07:27,326 once that's assigned we can test. 134 00:07:47,296 --> 00:07:50,234 And you can hear with that nice tail 135 00:07:50,234 --> 00:07:54,008 that our arpeggio is now being passed to both 136 00:07:54,008 --> 00:07:57,726 the reverb return and the echo return 137 00:07:57,726 --> 00:08:01,202 groups that we've created here via the two receive effects. 138 00:08:01,202 --> 00:08:03,044 What's great about this setup is that we can 139 00:08:03,044 --> 00:08:07,164 control the levels individually using the send volumes 140 00:08:07,164 --> 00:08:09,164 and we can really achieve a lot of flexibility 141 00:08:09,164 --> 00:08:11,164 in our mix this way. 142 00:08:11,164 --> 00:08:14,649 It's also worth noting that this is a common 143 00:08:14,649 --> 00:08:18,150 audio industry best practice because 144 00:08:18,796 --> 00:08:22,318 processing audio signals, especially with reverb can 145 00:08:22,318 --> 00:08:24,945 be very processor intense. 146 00:08:24,945 --> 00:08:27,959 Having a reverb on each of these tracks 147 00:08:27,959 --> 00:08:33,303 could have a serious CPU resource cost at run time. 148 00:08:33,303 --> 00:08:35,303 So minimising our use of effects 149 00:08:35,303 --> 00:08:38,000 by sending multiple effects to the same 150 00:08:38,000 --> 00:08:40,306 reverb on a return track 151 00:08:40,306 --> 00:08:42,901 is going to save us some CPU 152 00:08:42,901 --> 00:08:45,650 resources that we'll probably need elsewhere in our game.