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Intermediate Unity

Making a Mobile Bounce Game with Unity 3D and Playmaker - Adding Sounds

Jan 3, 2021
About this tutorial

Beginner Game Design tutorial series creating a simple Bounce type game using Playmaker within Unity 3D. In this video, I will be creating sounds in Audacity for the game using my voice, then adding those sounds to the game. Absolutely NOCODE. Also make a skateboard game playlist: https://bit.ly/3

Written Guide

The bounce game works but plays silent, so this tutorial adds audio feedback for three moments: the ball hitting the paddle, the ball hitting the sides or top, and game over. The fun part — all three sounds get recorded with a microphone and a mouth, which proves you don't need an asset pack to give a prototype real personality.

Record the sounds in Audacity

Open Audacity, hit record, and make a handful of mouth sounds — pops for the paddle, something softer and ringier for the sides, something bigger for game over. Audition the takes, select just the waveform of each keeper, copy it into a new document, and export as MP3: paddle, bounce, and game over. Effects are where it gets fun — the game over take gets a reverb pass, bumped up a little, to give it weight. Back in Unity, create a Sound folder and drop all three files in.

Wire up the game over sound

The easiest hookup first: open the game over manager's FSM, go to the game over state, and drag the game over clip straight into the state. Playmaker asks what to do with it — choose Play Audio — then warns you there's no audio component, so click to add one and it attaches an Audio Source to the manager. Press play and lose on purpose to confirm it fires.

Build a sound manager for the paddle

Rather than burying sounds inside the controller, create an empty game object called Sound Manager so audio logic lives in one place. The paddle hit needs collision detection identical to what the score manager already does, so don't rebuild it: in the score manager's FSM, copy states, then add an FSM on the sound manager and paste states (delete the leftover default start state). Rename the state paddle sound and the FSM to match. Swap the Add To Score work for the paddle clip: drag it in, Play Audio, add the audio component when prompted. Now every paddle contact makes a sound.

Add the side hit sound

Add a second FSM on the same sound manager, named play side hit, and paste the copied states again. This time change what the Collision Event listens for: use the ball as the game object — easier than adding all three walls — and detect against a tag. Select the top, left, and right walls, create a new tag called sides, and apply it to all three. Point the state's Play Audio at the sides clip. The reused event name from the score copy is fine to leave; it just triggers the sound. Test it and the game suddenly feels alive. Next up: a screen shake system with small, medium, and large shakes callable from any event.

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