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

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8
votes
1answer
4k 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 ...
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 ...
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 ...
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. ...
2
votes
1answer
192 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 ...
4
votes
3answers
1k views

Optimal Compression for Speech

I'm designing a game that depends heavily on audio; I will have some 300+ speech files (most of them just a word or two long). This can very quickly escalate the size of my final game. What's the ...
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)?
6
votes
4answers
617 views

Speech synthesis book? [closed]

When I was a kid, everything had a speech synthesizer in it, more or less. A couple years back I started to wonder where the technology is going after all these years, and after some research found ...
5
votes
1answer
580 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?
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 ...
3
votes
4answers
3k 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 = ...
8
votes
2answers
875 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 ...
8
votes
1answer
209 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
542 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 ...
10
votes
4answers
890 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 ...
-5
votes
2answers
219 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 ...
1
vote
0answers
441 views

Play streaming sound in OpenTK?

What's the simplest way to make a sound stream from disk and play in OpenTK?
3
votes
3answers
709 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 ...
0
votes
1answer
4k 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
587 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: ...
1
vote
1answer
131 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
363 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
146 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
829 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 ...
-1
votes
1answer
151 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
368 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
436 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
218 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
628 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
194 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
200 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 ...
5
votes
1answer
422 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
1answer
220 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
145 views

Audio Panning using RtAudio [closed]

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 ...
39
votes
1answer
3k views

Why is this beat detection code failing to register some beats properly?

I made this SoundAnalyzer class to detect beats in songs: class SoundAnalyzer { public SoundBuffer soundData; public Sound sound; public List<double> beatMarkers = new ...
11
votes
5answers
610 views

Dynamic audio score/music

I'm interested in developing a game who's background music changes with the mood and scenario of the game's action. Of course many existing games do this (halo for example), but I was interested in ...
2
votes
2answers
576 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
90 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
1k 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 ...
8
votes
5answers
3k 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 ...
2
votes
0answers
594 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
828 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
217 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 ...
3
votes
1answer
723 views

Implementing audio for a game made using JMonkey?

Is it possible to implement music/SFX in game made using JMonkey? If yes, how did you do it? What did you use?
11
votes
3answers
6k views

What is a fair price to pay for music licensing for a commercial game?

What is a fair price range for already existing (not custom-made) music if it's intended for a commercial game? The music I have in mind is relatively unknown (independent music) and I'm already in ...
0
votes
1answer
118 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
250 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. ...
2
votes
4answers
539 views

Javascript Audio solution

still has issues. Flash works but... requires flash (an issue for iOS). What do you use in Javascript for audio?
4
votes
2answers
1k views

Recording equipment for game sounds [closed]

I was wondering if anybody knows about any good pieces of equipment fit for recording sound effects for games. If you can, also tell please me the price range for professional equipment.
1
vote
0answers
116 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 ...