I’m working with a composer on some original music for one of our Unity projects. I’ve read that some game engines have pretty robust music engines, which can dynamically synch the beat as the game segues from one music track to another (as events occur in the game). I haven’t any mention of that in Unity’s docs, so I assume it doesn’t have that feature. Another method would be creating 4-5 layered tracks in the soundtrack as separate files–a base track and several different mood tracks, and bring the volume of those tracks up and down depending on what’s going on in the game. But would there be a performance impact to have that many audio tracks playing simultaneously? Or has anyone figured out another method for dynamic soundtracks?
Yeah, I’m very interested in this too, since I’m a musician and composer. I’m working with a Korg recorder and Garageband, and I’m looking forward to laying down the soundtracks as much as building my levels!
I think this could be accomplished okay with a simple script. You have scripting control over AudioSource which means you can start/stop, change volume and pitch of 5 of them.
I faded music in and out in the Big Bang Brain Games just fine using these properties and coroutines.