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The accepted answer here mainly discusses perception of audio synchronization in passively watching video. In these cases, the audience can't easily pin down exactly when the audio should play except by attending to telltale signs in the video. This means they have limited anticipation of the sound. There are two important cases in games where this low-...


You need to copy the GeneratedSoundbanks folder in your Wwise project, and paste it into the Assets/StreamingAssets/Audio/ directory of your Unity project before running the build process in Unity.


That's such an interesting topic, I definitely want to implement that one day, and I have given it random thought for many years. I imagine that I would create a little library of base sounds. That is at least 3 sounds. auto-rotation sound (drive by momentum). This would be the sound the engine makes when not injecting gasoline (thrust pedal fully ...

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