Chapter 9. Playing and Manipulating Sounds
In this chapter, we will cover:
Matching the audio pitch to the animation speed
Simulating acoustic environments with Reverb Zones
Preventing an Audio Clip from restarting if it is already playing
Waiting for audio to finish playing before auto-destructing an object
Adding volume control with Audio Mixers
Making a dynamic soundtrack with Snapshots
Balancing in-game audio with Ducking