notes: Unity 5 audio keynote

Unity is drastically changing it’s audio tools in the 5th release.

New compression format, lower memory foot print;
resource handling improvements;
audio metadata access;

performance profiling Audio mixer “first offering” (more big features to go?)(interactive audio tools next)

mixing & mastering.
DSP effects anywhere in the chain
ADSR etc in editor
runtime editing (mix while the game is playing)
modeled on existing DAWs (eg. Ableton, Logic etc)
ability to create & chain together multiple mixers
routing of sound groups as hierarchies (groups mixed down together)
3D positioning, doppler etc (spacial sound concepts) applied to source before the mixer.
effects anywhere
effects are stacked sequentially (like in a daw)
native plugin effects – custom DSP, custom UI
Snapshots – save states of your edits (awesome!)
transition between states at runtime (even awesomer!)
expose individual effect parameters – can be script drivensends / returns
ducking (side chain compression) – any audio group

A very exciting update for audio in Unity. A very slack presentation, however as an overview, makes me wonder whether I should just hold out till 5.0 or if we will end up using both Unity native and Fmod sound at the same time.