Hi, everyone I'm Jeremy Gibson Bond and welcome back to the Unity Certified Programmer exam preparation course. In this challenge, we're challenging you to add audio to the stealth game. We're asking you to several different kinds of audio. So, we're giving you examples from all these different types of audio to add in. Let's take a look at the game as it will be when you're done and then we'll break down each piece that you need to do. Let's take a look. Now, the first thing you might notice is this background music by Andre Bowman. I've also turned off the security camera just to make sure that I don't accidentally set off the alarm on trying to demonstrate things. We do have footsteps and if you listen carefully, the footsteps change because I run over the carpet because I'm in a different reverb zone. Listen to this. Additionally, you can hear that there is a sound to the security gate here. That's a 3D sound, that's a spatial sounds. So, it's much louder when I'm close to the gate than when I'm far away. When I go into cover it actually changes the footsteps in the music. Listen. Those are actually the same footstep files, I've just added a high pass filter. So, I hide out the low sounds in the footsteps to make them seem quite and lighter. When we turn off the security gate, the high-pitched one goes away. Then of course, when I'm seen by the enemy, the alarm goes of. Looking here, and the audio challenge project you can see that all the sounds that you need are in this audio folder. You can see that there are four different footsteps that you would choose randomly from as you're running, and the laser hum, the lingo song by Andre, the security room ambient, and then the klaxons alarm that goes off was a free sound by Music Radar. The problem set for this challenge will include really specific instructions about what you need to do in order to get the most out of this challenge. We tried to give you lots of different things that work in different ways that I'll add to the soundscape here. All of it it's going to run through an audio mixer which allows you to set various levels. There are also these cool snapshot things in the audio mixer, that can change the tuning of the mixer based on whether you're in cover or not in cover. You need to have an audio listener on the player so that where she is, determines what the sound is like that's especially important for the security gate which has locational audio, it has 3D audio rather than 2D audio. Then the footsteps are really interesting, because when the foot hits the ground there's a trigger on the ball of the foot that when it hits the ground, asks the ground what sounds it should be making based on the kind of ground it is. Right now we don't have any difference in the ground between the carpet and the non carpeted floor, but that's something you could do by changing the objects, so that it would change when you ran into sound or on the brick or under tile or other things like that. We store those sounds, the four different footsteps in a scriptable objects so that it's easily portable to other scenes or to other setups. Then behind everything of course, you've got a little bit of ambient sound from the security room that we pulled from the adventure tutorial that Unity did. Then we've got this great background music lingo by Andre Bowman that he's allowed us to use for this. So, that's it for this challenge. Again, please look at the problem set to get real detailed instructions on what we're asking you to do for this part. We're not going to tell you how to do it of course, we're going to tell you really the way we want you to explore it. I hope you have fun with this challenge. I hope you like that the game finally has some sound to it and I will see you in the next video. Thanks.