Over the course of the last few chapters, we looked at several different ways to handle audio in a game. Starting from the basics of looped ambient audio clips to something a little more advanced using 3D spatial techniques. From there, we introduced processing and mixing techniques in order to refine the sound and music the game played. Then, we jumped into advanced mixing techniques in order to develop some dynamic audio effects with the wind and the environment. While all the techniques we have covered thus far could create excellent audio for your game, in this chapter, we start to bump things up to the next level by introducing adaptive audio.
For this chapter, we introduce new audio techniques ...