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In Unity it's possible to process
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our audio signals with audio effects
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and shape their timbre, frequency content,
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or the dynamics of their volume.
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We can do this by adding audio effects
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to a group in an audio mixer.
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In our scene we have 4 game objects,
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each with an audio source which contains a loop
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of a different element of a musical track.
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All of these are routed in to audio mixer 1.
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Audio mixer 1 currently has an
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attenuation effect which is there by default
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on the master channel.
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If we play our scene
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activate Edit In Play Mode
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we can adjust the volume
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of the attenuation effect
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and thereby control the volume of the master group.
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Notice that as we adjust the volume
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the changes in volume are reflected
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in the volume parameter in the inspector.
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It's important to note that when we make
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changes in play mode those changes will be saved
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to the audio mixer asset.
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Unlike changes made to the scene hierarchy
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for example which will be reset
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when we exit play mode.
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In order to apply effects processors
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to the audio signal passing through the master we can
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add them from the drop down menu.
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We're going to add a low pass simple effect.
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The low pass simple effect is a low pass
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filter which allows us to attenuate
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frequencies above the cut off frequency.
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The default is 5000hz.
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If we play our project.
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Edit in play mode
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and adjust the cut-off frequency
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We can hear that the high frequencies are attenuated.
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Audio effects are applied sequentially.
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So in this cast the attenuation effect
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is going to be applied first followed by
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the low pass simple effect.
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We'll add a distortion effect
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and listen to the resulting signal.
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We can hear that the distortion
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adds high and mid-range harmonics
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which were not previously present in the signal.
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In this case the distortion is sequenced
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after the low pass simple so
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the high frequencies are attenuated
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and then new mid and high frequencies are added.
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If we want to change this order we can click
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on the low pass simple and drag it down
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so that it now occurs after
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the distortion in the signal chain and we can listen to the effect.
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What we can hear is that as we
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attenuate the high frequencies using the low pass
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it's cancelling out the effect of the distortion effect
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because the distorted signal is being run sequentially
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through the low pass simple effect.
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Let's check out another example.
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Here we have the Nightmares project,
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which you can download from the assets store.
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And what we've done is we've
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routed our background music to an audio mixer,
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to this music group here, and we've
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added a low pass filter effect.
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We've also created two
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audio mixer snapshots.
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Audio mixer snapshots allow us to
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save and recall the settings in the mixer.
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In the Unpaused snapshot the cut-off
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frequency for the low pass filter is
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all the way up at 22000hz.
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In the Paused snapshot we've pulled it down to 365hz.
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This is going to attenuate the high frequencies
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and give the music a muffled sound
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when the paused snapshot is called.
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The script which controls our paused menu
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also controls the transition to these snapshots.
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For more about snapshots and controlling them via script
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see the information linked below.
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Let's check this out and hear how it sounds.
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Press escape.
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And then press escape again to resume.
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This is an example of how we can use
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audio effects processing to convey information to
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the player about the game state.