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Audio and Feedback Design

Audio Mixing and Sound Effect Priorities Basics

Make important sounds easier to hear by defining priorities, balancing layers, and exposing the right settings.

公開日: 2026-07-02#Audio#Sound Effects#Mix#Beginner

Quick Start

Start with a tiny working version

The first job of a game mix is not to sound busy. It is to make the right information survive when everything happens at once.

Build it in small code pieces

1. 値を用意する

Inspectorで変更できる値と表示先を置きます。

AudioMixTutorial.cs
csharp
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float musicVolume = 1f;
    [SerializeField] private float sfxVolume = 2f;
    [SerializeField] private float importantCue = 3f;

2. 状態を変える

ボタンを押した時に、1つだけ状態を進めます。

AudioMixTutorial.cs
csharp
    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "BGMだけ聞く" : step == 1 ? "効果音を重ねる" : "重要音を強調";
        if (statusText != null)
        {
            statusText.text = $"{label}\nmusicVolume={musicVolume:0.##}\nsfxVolume={sfxVolume:0.##}\nimportantCue={importantCue:0.##}";
        }

3. 画面に表示する

変わった結果を画面に出して確認します。

AudioMixTutorial.cs
csharp
        if (statusText != null)
        {
            statusText.text = $"{label}\nmusicVolume={musicVolume:0.##}\nsfxVolume={sfxVolume:0.##}\nimportantCue={importantCue:0.##}";
        }
        Debug.Log($"音量ミックスと効果音整理: {label}");

Complete script

AudioMixTutorial.cs
csharp
using UnityEngine;
using TMPro;

public class AudioMixTutorial : MonoBehaviour
{
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float musicVolume = 1f;
    [SerializeField] private float sfxVolume = 2f;
    [SerializeField] private float importantCue = 3f;

    private int step;

    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "BGMだけ聞く" : step == 1 ? "効果音を重ねる" : "重要音を強調";
        if (statusText != null)
        {
            statusText.text = $"{label}\nmusicVolume={musicVolume:0.##}\nsfxVolume={sfxVolume:0.##}\nimportantCue={importantCue:0.##}";
        }
        Debug.Log($"音量ミックスと効果音整理: {label}");
    }
}

Inspector

Connect the UI reference in the Inspector, then use the button to confirm each value changes.

Summary

What to take away

Make important sounds easier to hear by defining priorities, balancing layers, and exposing the right settings.

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