Tiny Ambience
Exceed7 Experiments
$20.00
(no ratings)
Date |
Price |
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日期和时间 |
价钱($) |
01/25(2022) |
20.0 |
01/25(2022) |
10.0 |
02/01(2022) |
20.0 |
11/18(2024) |
20.0 |
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Clever ambience programming with syncopated looping layers.Tiny Ambience presents a new take on how we should implement natural-sounding ambience that is also easy on device space and computation : Syncopated looping layers. An entire package builds up on this core idea.Layers loop independently but together in syncopation, forming natural-sounding ambience that is unbelievable it was made from very limited resources from how it sounds.Your perfect ambience is designed from a balanced mix of 3 kinds of layer : Looping Clip, One Shot Program, and Timeline.Visit the official website for online demo, samples, and more : https://exceed7.com/tiny-ambience (Even field recording tips are available!)Discord : https://discord.gg/3fkvgaacffUnity Forum : https://forum.unity.com/threads/1230033E-mail : 5argon@exceed7.com⬇️ Or, unfold the Technical Details section below to learn more! ⬇️✴️ What's the problem with ambience?Ambiences are one of that "secret sauce" that instantly push your game to the polished territory. They are contant stream of subtle audio that are local in an area of the game.But anyone who actually try to implement ambiences faced these problems :Simply whip up a looping clip of field recording, no matter how good your mics or your recording location, already discounts great complexity and interesting nature of ambiences. Ambiences are supposed to be layered, unpredictable natural mess with a mix of behaviour and chaos.Short loop makes an unconvincing ambience. Players quickly detect the "same" ambience pattern sooner or later. By definition of ambience, things should never be the same. (Inversely in BGM, memorability make it works.)A longer ambience can sounds more convincing. But audio size both in disk and memory requirement won't go down with subtlety. Quiet but long ambiences takes as much space as your BGM.It is a lot of work to program ambiences to be behavioural, especially for map designers that do not want to do scripting. You are stuck with endlessly looping what you have recorded.Variations can't be made easily. Ambiences are supposed to be highly local, as you went from place to place you can hear all sorts of different sounds. It is a shame map designers cannot realize this design because the resources are too rigid.We need a framework that let us compose ambiences instead of directly using a file of recordings and call it a day.Each composition unit "ambience layer" must be small in size but highly programmable and reusable. This will solve space requirement problem, solve repetitive ambience problem, and make the result seemingly sounds like you have got a huge catalog of source recordings in the game. Variations can be made with no increase in storage requirement.This is Tiny Ambience. Small requirement, big possibilities.✴️ Quick overviewSimple yet powerful concept exploiting syncopations between AmbienceLayer. This idea creates natural-sounding ambience at little space & computation cost, and with high editing flexibility.Design such chaotic syncopations with 3 kinds of AmbienceLayer : Looping Clip, One Shot Program, and Timeline. They have different strengths working together to cover each other's weakness.Stack those AmbienceLayer layers into an Ambience, a new unit of audio parallels to AudioClip you can play, stop, pause, resume as one.Add different adjustments to AmbienceLayer when you use them in different Ambience, so you can build up many different variations from limited amount of layers. Volume adjustment shifts position of your layers between subtle background or prominent foreground. Subtle speed adjustment can brighten or darken a layer, or drastic adjustment to turn crickets into parrots.AmbienceSource parallels AudioSource and could play, stop, pause an Ambience as a single unit. Note that 3 kinds of layer inside your ambience was implemented with Unity components that works quite differently, this source unifies them saving you hours of pain.✴️ Features# Infinite variations on limited resourcesUsually an ambient audio file that is literally a single file (e.g. forest-loop.wav) could take a lot of space. You want to make them long enough players won't notice it is looping over and over, ambience aren't supposed to be as memorable as the BGM. Ambiences maybe quiet but unfortunately audio file gets bigger more due to length and not volume.With help of this package, you can make a good sounding ambience assembled from unexpectedly short audio bits.Looping Clip layer type in fact works like that naive solution. But it could now use file as short as 1 second loop without being obvious, by relying on complexity added from the other 2 kinds of layers.One Shot Program brings non-linear "behaviour" to the ambience, like bird noises that has randomized interval and even can sometimes get lazy and not making noise according to chance. Timeline is linear but you can slice, stretch and arrange bits of clips freely on blank space. For both kinds, you only pay space due to an actual audio content and not the waiting silence between shots.All layers together may have storage cost even less than a single looping clip that is long enough to not be obvious. Plus, you can make many more variations from your layers. Finally even your space-conscious mobile game can have quality ambiences.# Asset-based designAmbienceLayer are assets. Ambience are also assets. You author by creating and connecting these assets as expected of modern Unity workflow. Your editor is the inspector of these individual assets, which has useful custom inspectors to help you make the ambience faster.# Lightweight plug-inYou often see ambience being a sad little feature inside "complete/ultimate audio solution" package. You need a certain degree of opting-in to the package in order to use it, making it a heavy commitment.This package is very lightweight that interfaces well with your game via just asset references. It won't try to take control of something unnecessary. It is really specialized in ambience.The package is also hygienic. It is well-contained in .asmdef and is fully Unity Package Manager (UPM) compatible. The API uses internal extensively to not pollute your autocompletes. It stays out of the way of your project.Visit the official website for online demo, samples, and more : https://exceed7.com/tiny-ambience (Even field recording tips are available!)Discord : https://discord.gg/3fkvgaacffUnity Forum : https://forum.unity.com/threads/1230033E-mail : 5argon@exceed7.com