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

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17 views

How do I play NSF files with SDL2?

I'm learning game development with C++ and SDL2. I'm developing on Debian. I know SDL2 can't play NSF music out of the box, but are there stable extensions for it that will work on Windows, Mac and ...
0
votes
0answers
7 views

How to decide the divisor for an HRTF algorithm FIR Filter output?

I am currently working on a program which plays 3-D sound in a virtual world using HRTF algorithm. For the sake of quality and freedom, I don't want to use OpenAL or DirectSound3D. What I have done is ...
0
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0answers
11 views

Slaving OpenSceneGraph to an external time base?

I'm working on an OpenSceneGraph animation, and I want events in the animation to be synchronized to a time reference provided by my audio player (BASS or FMod). Yes, this is a demo :) . Which time ...
1
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0answers
24 views

Avoiding audio transcoding in Unity?

I'm working on a project where I only have access to MP3s versions of audio tracks I'd like to use. Unity is trying to be helpful and recompressing everything as Vorbis, which is not ideal due to ...
0
votes
2answers
36 views

Play two different audio sources depended on code behind

How can I play two different audio clips in Unity depended on the code behind? Into my object I've added two audio sources namely 'Player GunShot' and 'outOfAmmo'. Into the same object I've also ...
0
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0answers
39 views

How to get XAudio2 to loop a file?

I am having trouble getting XAudio2 in SharpDX to loop a file I am loading. Class level variables are: Private svc As XAudio2.SourceVoice Private buffer As XAudio2.AudioBuffer Private ss As ...
2
votes
1answer
31 views

How expensive is Wwise's SetRTPCValue method?

In an ideal world I would have an RTPC value that I could set every frame (as it is time-based and needs to count milliseconds). Is this an expensive call or should I not sweat it? AKRESULT ...
0
votes
2answers
67 views

Trying to use yield to wait for a few seconds to avoid the sounds from Interfering with each other

Ok so when my player hits a wall (Enemy tag). My player is destroyed after a certain amount of time. During this time, I disabled the mesh renderer on impact so it "appears" as if the player is ...
0
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0answers
53 views

How can integrate a decibel meter into my Push To Talk (PTT) game?

I have am building a Push To Talk (PTT) game and I need to integrate a decibel meter into it so that I can measure and save the decibel level and identify the peaks (spikes) and add them together. I ...
3
votes
1answer
51 views

How can I turn off the sound from another scene?

I attached music file to my first scene and thanks to following javascipt code, sound continues without stopping in other scenes. public static var object : SingletonMusic = null; function Awake() { ...
2
votes
1answer
56 views

How can I fix my audio? (prioritize)

When two audio's are played at the same time... the sound is cancelling out. How do I fix this weird phenomenon? I have some code where there is audio on button click and audio in ten second ...
0
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0answers
38 views

Two sounds played simultaneously cancel out? [duplicate]

When two audio's are played at the same time...the sound is canceling out. How do I fix this weird phenomenon? I have some code where there is audio on button click and audio in ten second intervals ...
1
vote
1answer
71 views

Method of handling audio and memory in game

I've started coding a new game project and I've implemented Ogre for the graphics rendering and begun thinking about the audio side of things. I was considering using the SFML audio component for ...
4
votes
0answers
37 views

Only working on certain devices? [closed]

I am designing my first android game, and this is my first question on gamedev.stackexchange. My MediaPlayer is null on my genymotion emulator, but is working fine on my actual android device. I ...
3
votes
0answers
31 views

Does dynamic DSP exist in any game engine today? [closed]

I'm interested in changing audio in my games and adding things like distortion (or you name it) to them dynamically. For instance: Increase the distortion of a song playing from a radio the closer a ...
2
votes
1answer
69 views

How to detect if an object is upright?

I have a cartoon car and it has a skid sound with the car skids. But when the car flips over the skid sound plays endlessly and its really annoying. I have a basic script that is meant to detect when ...
2
votes
2answers
44 views

How to handle sounds muting in settings?

I have a easy and specific question. Let's say that in my game I use singleton for playing/pausing/changing volume of specific sounds (SimpleAudioEngine in cocos2d-x). What is the best way to ...
2
votes
1answer
32 views

Libgdx : surround sound

in libgdx there is a lot of audio classes but i haven't seem to of found anything relating to balancing sound in one speaker and or the other to get surround sound say you check if an object is more ...
8
votes
3answers
154 views

Recording narration for a game

I am the narrator for a RPG game I'm creating. I two questions: 1) Quality: I have a mic that seems to pick up a lot of background static along with my voice, so the overall quality sounds terrible. ...
1
vote
1answer
44 views

How to get the directional vector (for IrrKlang) from pitch and yaw?

Currently my game engine allows the player/camera to pitch and yaw, so there's no roll. The pitch angle starts at 0°, which means the camera is facing straight ahead. From here it can go up to +85° ...
1
vote
1answer
46 views

How can I simulate a “Hot Swap” betwen Audio Clips?

I have a Unity project with 3 separate looping Audio Clips and a single Audio Source. Based on certain events, I swap between which of them are playing. This works fine, but whenever I swap between ...
0
votes
0answers
37 views

3d/spatial sounds in gorilla audio

I'm using gorilla audio in my game and I would like to add spatial sound sources, so the volume and which side you hear the sound more would be based on the location you are listening from. I didn't ...
1
vote
1answer
159 views

How can I interpret NSF (Nintendo Sound Format) data as audio?

First, I'm not asking about details regarding the layout and format of an NSF file. The original spec (see here) covers most of the information that I need regarding finding the data associated with ...
-1
votes
1answer
853 views

Unity Ui slider volume control

I have the ui slider to control my volume, I have my slider to control all the volume of the game. I have make it so when the main slider change value all the other slider change with it but when I ...
0
votes
1answer
71 views

Audio slider doesn't change value

For some reason, my slider and audio resets back to 0 when I stop and play the game after I changed the value. Here is the code, I can't spot anything wrong with it: using UnityEngine; using ...
0
votes
1answer
110 views

How do I make one ui slider control all of the game audio?

I use the ui slider to control how loud is the game, what I want to know is how to make one ui slider control all of the game audio?
3
votes
2answers
163 views

How can a one-man team create game audio? [closed]

I am basically a 14 years game programmer. I am using Unreal Engine 4. I can't make a game without 3D models. So , I started to learn how to draw (for reference images) and how to make some 3D ...
1
vote
0answers
36 views

Forking vanilla Doom 3/id Tech 4 for proper sound timing [closed]

I've been enjoying Doom 3 modding lately. but one thing that's been rubbing me the wrong way was the way sounds played exclusively at regular intervals completely dissociated from the weapons' ...
2
votes
1answer
33 views

How to offer directional ambient audio

I'm working on a game side-project that will be heavily audio-based. One feature I'd like to offer are ambient sound zones which correspond to locations of nearby areas. Say for instance the player ...
0
votes
1answer
120 views

Unity 5 - Error with code to make pitch changes based on distance

I really need help. It's 2:00 AM here and my brain is half dead so I can't, for the life of me, find out what's wrong with this code anymore. It's supposed to find the distance between the game ...
0
votes
1answer
66 views

Converted XWM(A) files get silence at the end

I am writing a playback mechanism for looping background music with XAudio2 and SharpDX. I converted some perfectly looping WAV files to XWM(A) with the xWMAEncode command line utility (from the DX ...
0
votes
0answers
14 views

Using Sound Manager - Citrus

From the download citrus page, I downloaded the citrus core-only. In my starling app, I'm using citrus just for manipulate sounds using Sound Manager. At the game class I made something like this: ...
3
votes
2answers
2k views

Play vs. PlayOneShot

For Unity AudioSource objects, what is the difference between the Play and PlayOneShot methods, besides their method signatures? Is it simply that PlayOneShot won't stop an already playing sound from ...
4
votes
0answers
109 views

Where do I start if I want to make music and audio for video games? [closed]

I am a singer/songwriter/instrumentalist, as well as a video game lover. I have some basis in informatics but I have spent 1000x the time on music in comparison with programming. I came to think that ...
0
votes
1answer
62 views

XNA SoundEffect won't stop playing

For my HND I've got to re-create Frogger, and everything was going swell until I tried adding some collision detection and sound. Whenever my player intersects a vehicle, the sound file just starts ...
0
votes
1answer
242 views

Background Music in Puzzle Math Game [duplicate]

Can someone suggest, recommend or directly link me on a site that offers free background music for an education puzzle game? I honestly not good in picking up a background audio that suits my puzzle ...
1
vote
1answer
80 views

UDK: Playing two audio tracks simultaneously

I have some environmental music playing in the background, but when I try to play another track (door opening sound effect) at the same time the background music stops playing. How can I play two ...
1
vote
1answer
1k views

Need Help with Cocos2d Ver 3.3 AudioEngine

So I have 2 audio files that I want to play at different times: background.wav a sneeze.wav. I believe that I have to convert both wav files into mp3, caf and ogg files. Then I do this: static ...
1
vote
1answer
95 views

Threading in Sound

I am developing a game and a question that constantly comes to mind is how my sound system is going to work. I am currently working on the graphics and terrain generation portion of my game and sound ...
0
votes
1answer
132 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
84 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
1k 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
240 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 ...
5
votes
1answer
458 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 ...
33
votes
3answers
5k 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
579 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
174 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
190 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 ...
2
votes
2answers
456 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
80 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 ...