Audio That Won't Blow Your Ears Out

I started by downloading the .wav file from Sounddogs.com,

highest bit rate and quality possible. I then brought it into

Adobe Audition to trim and clean. First, I found a good section

I wanted to trim out and highlighted it, right clicked, and selected crop.



Then I grabbed the volume falloffs to add lead in and fading volume.



Then I adjust the EQ to bring out the highs more for a more authentic scuttling sound with less room noise and more chittering.

This will allow the Unity Engine to create the room reverb effects.



Then I normalized the audio to restore the volume level. This maintains uniformity in Unity for the volumes of SFX, so levels should all be relative to each other.



And we arrive at the final .wav file by exporting it out to the destination folder.



Then, we add it to the object with an audio source component. First, add the component and then click the circle on the right of the

AudioClip to select the file to use. We set the audio to 3d Blending

so that it the volume adjusts to our location in game. I set the

volume down lower so that it's not the most important audio source

in the scene.