Tagged Questions

The audio component of a game, representing what the player will hear. Comprised of dialogue, music, and sound effects.

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0
votes
1answer
28 views

Dynamic Music Composition in FMOD

I would like to dynamically "build" a song in my game by adding/removing instrument layers. This is normally possible exporting each instrument layer as a separate track, but this method is not so ...
0
votes
0answers
31 views

solution for implementing a movie game

Currently I'm developing an adventure movie game using flash Actionscript 3. what I need is a cross platform solution capable of playing video files (mp4 h264 fullHD now, could be any format). The key ...
0
votes
0answers
29 views

OpenAL Soft - Sounds cut off randomly

I'm using OpenAL Soft 1.16.0. Everything's running fine, but for some reason my sounds keep getting cut off at either the beginning or the end (hard to tell). It's not really noticable for music and ...
4
votes
1answer
216 views

Dealing with numerous, simultaneous sounds in unity

I've written a custom class that creates a fixed number of audio sources. When a new sound is played, it goes through the class, which creates a queue of sounds that will be played during that frame. ...
1
vote
2answers
102 views

How do I create a sound manager? [closed]

I have a basic entity system in place. Now I want to add audio. I want to make a database class that watches over entities, pulls data out of them, and creates audio streams whenever necessary. I'm ...
4
votes
0answers
118 views

Unity3D — WAV plays an octave too low on Android

I have generated a synthetic 'concert pitch A' tone from sinewaves. It plays properly on OS X player, and on my Android device. Now I record myself singing a 'concert pitch A' into the microphone as ...
27
votes
3answers
2k views

Maximum audio delay before the player notices?

Given some event in a game, what is the maximum delay to producing audio that the player will properly associate the audio with that event (and not perceive lag)?
5
votes
1answer
297 views

What does Unity's “Speed of Sound”-option do?

I've been reading Unity's manual on the AudioManager's properties. Speed of Sound is the only undocumented option. What is it for?
0
votes
0answers
39 views

alBufferData() sets AL_INVALID_OPERATION when using buffer ID obtained from alSourceUnqueueBuffers()

I am trying to stream audio data from disk using OpenAL's buffer queueing mechanism. I load and enqueue 4 buffers, start the source playing, and check in a regular intervals to refresh the queue. ...
2
votes
1answer
60 views

Forcing Non-Pitch Preserving Audio in HTML5, Construct 2

I'm working on a simple game built in HTML5 using Construct 2, in which a circle eats other circles; nothing fancy. The idea is that a song plays during the game, starting at a low pitch, and rising ...
1
vote
1answer
172 views

Where does event-based audio fit in a component-based entity system?

Assuming the underlying low level audio logic is encapsulated in some outside class... what is the best way to add audio effects to a component-based entity framework? I am taking the approach that ...
1
vote
0answers
63 views

Designing & Implementing a generic actions & communication system [closed]

I'm currently in the process of redesigning the action/communication/sound system of some small game. This part currently handles characters speech and emotes. The game itself allows for a lot of ...
8
votes
2answers
526 views

What is the standard way to synchronize sound effects with sprite animations?

Let's take a situation where you have an RPG with spells and each spell animations have a different number of frames and they have very different requirements for sound effects. Let's assume that each ...
6
votes
1answer
164 views

How should I attenuate sound in a 2D game where you can zoom in and out?

In my 2D game, I have some ambient sounds like the noise of a waterfall or the humming of a generator. However, it is not practical to play these sound all the time at full volume as in a large level ...
3
votes
1answer
233 views

What's the difference between Pygame's Sound and Music classes?

What are the key differences between the Sound and Music classes in Pygame? What are the limitations of each? In what situation would one use one or the other? Is there a benefit to using them in ...
0
votes
0answers
992 views

Multiple audio sources on a single gameObject in unity

So, I have an audio system set up wherein I have loaded all my audio clips centrally and play them on demand by passing the requesting audioSource into the sound manager. However, there is a ...
-5
votes
2answers
174 views

Why is music compressed with lossy codecs down to low bitrates in modern games?

I wonder why anyone would compress the soundtrack of a game with lossy codecs (mp3 mainly) down to 128 kbps bitrate. Thing is I see it on most of the games. Rarely a game has 320 kbps soundtrack, let ...
8
votes
4answers
582 views

What makes game sound effects “good”?

I'm making a small game, and I've found some free sound effects that I'd like to use. The issue is that I can't get the sound effects to sound like they "belong" in my game. I don't know what to look ...
0
votes
0answers
198 views

Play streaming sound in OpenTK?

What's the simplest way to make a sound stream from disk and play in OpenTK?
4
votes
6answers
694 views

Maximum sensible audio sample rate

I work as a multi-purpose engineer/developer at a very small startup game company. Recently, I've been asked to help out with audio development and editing, and I've been mostly able to hold my own. ...
3
votes
3answers
357 views

do games use multiple threads to play music?

Do games use multiple threads to play music and other operations besides things like server connections and sockets? And is that why when the game freezes (for any reason) the music can sometimes ...
2
votes
4answers
1k views

Play audio in javascript with a good performance

I'm developing a browser game where the player can shoot. Everytime he shoots it play a sound. Currently i'm using this code to play sounds in JavaScript: var audio = ...
0
votes
1answer
1k views

Issues loading in AudioSource at runtime using WWW class

I am having an issue with loading in an OGG audio file to my project. Basically I want to set my game up so that players can drop audio files into a folder called Playlist in the game directory then ...
3
votes
2answers
263 views

How to correctly Dispose a SourceVoice once its finished

i am starting to play a sound with XAudio2 and SourceVoice and once its finished, it should be correctly disposed to not have any leaks. i was expecting it to be something like this: ...
0
votes
1answer
247 views

How can I load 24-bit audio as SoundEffect?

When I try to load .wav file I get an error: Audio file *.wav contains 24-bit audio. Only 8-bit and 16-bit audio data is supported. Here is my code: SoundEffect menuSelectionChange = ...
1
vote
1answer
87 views

Playing part of a sfx audio file in HTML5 using WebAudio

I have compiled all of my sound effects into one sequenced .ogg file. I have the start and stop times for each sound effect. How do I play the individual effects? That is, how do I play part of an ...
1
vote
1answer
125 views

Continuous / speed affected sound effects. What is the industries de-facto solution?

There are various types of audio material we require in games. For instance, footsteps - these are very straight forward. We take some boinking sounds over metal, plastic, concrete and add to our ...
0
votes
1answer
284 views

How to achieve realistic engine sound? [duplicate]

I am aiming to achieve a believable engine sound for a car. The vehicles are simplified versions of their real-world counterparts, with simpler steering behaviors and acceleration, etc. This seems ...
8
votes
1answer
3k views

Is there any game engine capable of true binaural positional 3D audio? [closed]

I am by no means a game designer, so I apologise in advance if I fail to use the proper jargon. Feel free to correct my mistakes. My understanding is that, at the moment, in most if not all ...
-1
votes
1answer
90 views

XACT support outside of XNA?

I was building a new game in Monogame when I realized that it didn't have XACT support like XNA did. I was wondering if anyone knew another framework that could be used with or instead of MonoGame ...
0
votes
1answer
244 views

Stereo music playing in mono in libGDX

I'm trying to get some music to play back in stereo in libGDX, but it seems to be blending the left and right channels so much that it sounds like it was mono. To test this out I made a sound file ...
3
votes
2answers
340 views

How does professional audio fit into game design?

Do game designers typically seek the help of specialized music/audio specialists for soundtracks and sound design? Is there a general need for professional audio work in game design, or is that ...
2
votes
0answers
155 views

Difference between multiple AudioUnits and one AudioGraph with a MultiChannelMixer

I'm porting my game to iOS using MonoTouch, and I'm having some trouble getting sound output to work. SystemSound/AVAudioPlayer is way too simple for my needs (I need looping and multiple simultaneous ...
2
votes
1answer
567 views

Portable sound and music for XNA / MonoGame?

What is the best (recommended) way to integrate audio (both sound effect and music) in a game project (using C#/XNA) targeting multiple desktop platforms (W7, W8 Metro, Linux, OSX, ...) via MonoGame. ...
1
vote
0answers
146 views

Access violation when playing mp3 using DirectShow [closed]

I have reopened one older project that uses DirectShow for audio playback. Before, I would compile and run it on Windows 7 using MVStudio 2010 without trouble, now I have Windows 8 and MVStudio 2012 ...
3
votes
1answer
164 views

Are Xna XACT audio cues accurately timed enough for a loop sequencer?

Would it be possible to make an audio seqencer using XNA that works by triggering XACT cues periodically using a timer. Would the timing be precise enough to synchronize several audio clips into one ...
1
vote
1answer
155 views

IrrKlang with Ogre

I'm trying to set up sound in my Ogre3D project. I have installed irrKlang 1.4.0 and added it's include and lib directories to my projects VC++ Include and Library directories, but I'm still getting a ...
1
vote
0answers
100 views

Audio Panning using RtAudio

I use Rtaudio library. I would like to implement an audio program where I can control the panning (e.g. shifting the sound from the left channel to the right channel). In my specific case, I use a ...
2
votes
2answers
452 views

Adjust treble and bass on Audio in XNA

I am trying to "muffle" the sounds that are being played in my game and the best way I can think of doing this, is by lowering the treble of the sound. I have looked through all the members of the ...
1
vote
1answer
88 views

Legal concerns with orchestrating a music submission contest

My team and I are getting pretty far along in the development of our latest game and have been thinking about audio. We decided to host an audio submission contest where we will offer a little cash ...
0
votes
1answer
540 views

Unity 5.1 audio issues (no sound in back channels)

I've trying to bring in surround sound audio into my project. I've set my computer up to run in 5.1 and when I play a 6 channel audio through windows media player (it's a test audio that does left ...
5
votes
1answer
286 views

Physics-based dynamic audio generation in games

I wonder if it is possible to generate audio dynamically without any (!) audio assets, using pure mathematics/physics and some input values like material properties and spatial distribution of content ...
1
vote
0answers
394 views

5.1 sound in Unity3d 3.5

I'm trying to implement 5.1 surround sound in my game. I've set Unity's AudioManager to a default of 5.1 surround and loaded in a 6 channel audio clip that should play a sound in each of the different ...
2
votes
1answer
440 views

How do I play music at half speed?

I'd like to slowdown music playback, say at half speed. I'm currently using SDLmixer. I assume I'd need to tell SDL that I have a 44KHz music and want to stream it at 22KHz, but when I pass in 22Khz ...
0
votes
1answer
169 views

Can I include PCM audio data in a commercial application?

For certain reasons, I need raw audio data in my application. I would convert certain sounds to a PCM format (at development time), and store & load these PCM files in my game. PCM stands for ...
0
votes
1answer
111 views

Application to record sound effects for games

I'm having kids record sounds using their PCs (a few have Macs as well) for use in the games they create. The built-in windows 7 sound recorder is surprisingly poor, didn't older versions of windows ...
1
vote
2answers
165 views

How can I select an audio output device in directshow

I was wondering how I can select the output device for audio in directshow. I am able to get available audio output devices in directshow. But how can I make one of these to be audio output device. ...
8
votes
5answers
2k views

Audio programming resources [closed]

I've been very interested in the last few months about getting in to audio programming (I'm from a musical background). I've been a .NET developer for two years and have also done some objective c for ...
1
vote
0answers
102 views

How should I adjust starting sample position of audio track to match next buffer fill?

I've written my own audio mixer. For Linux/Windows, my game uses SDL. On a small handful of Linux machines (including my laptop), SDL has a bug where it allocates a ridiculously large (about 120 ...
3
votes
2answers
277 views

music for an arcade game?

I'm thinking about music for my brick breaker game, but I don't know how to choose any. If I'd make a loop from a few seconds, I think it would get annoying very quickly. I also found some longer ...