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

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Access violation when playing mp3 using DirectShow

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 ...
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88 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 ...
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46 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 ...
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179 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 ...
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77 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 ...
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1answer
60 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 ...
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1answer
100 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 ...
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207 views

Free sounds for game like geometry wars [closed]

anyone who knows where can I download sounds that are like in geometry wars for free? Public domain or license which can I use in game which would be free for phone?
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114 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 ...
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145 views

Where can I find audio instrument samples? [duplicate]

Possible Duplicate: Where can I find free sounds for my game? I need some sample audio (for my case, i need do, re, mi, fa, sol, la, si, do, preferably piano). Where is the best source for ...
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32 views

How do I initialize audio to use DUMB with SDL?

Am I able to just call SDL_Init(SDL_INIT_AUDIO); to initialize the audio and DUMB is good to go, or do I have to set the SDL_AudioSpec parameters and call SDL_OpenAudio(parameter1,parameter2);? ...
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717 views

Issues playing audio with Slick 2D [closed]

Started trying to learn Slick 2D a few days ago and have enjoyed it so far. The only problem is I can't seem to be able to get audio to play. I have tried going through the documentation examples, ...
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49 views

SEHException throw using Microsoft XACT Audio Framework (XACT3)

I have been developing a game using Kinect + XNA and using Microsoft Audio Creation tool (XACT3) for managing my sound files and music, however in the code an SEHException is thrown whenever it tries ...
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130 views

Multiple Audio listeners in Scene

THIS IS UNITY Im trying to make a FPS game over networking, it works fine. But now, when im trying to implement sound, it won't work. My guess would be, to add a Audio listener to the prefab, that ...
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182 views

SDL audio streaming callback function never triggered

I'm attempting to stream audio for my C++ game which uses SDL through the mingw32 environment. From my understanding it's a fairly simple affair: extern "C" void audioStep(void* unused, Uint8* ...
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75 views

XAudio2 SetFrequencyRatio() doesn't seem to work

SetFrequencyRatio() does not seem to work for me. Below is the source code I'm using. It reads the frequency with GetFrequencyRatio before and after calling SetFrequencyRatio(1.3). But it prints out ...
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1answer
99 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 ...
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71 views

Where to get sounds for game development for kids [closed]

I'm teaching kids to program using Ruby and the gaming framework Gosu/Chingu. For the sounds for their games I've been showing them http://www.bfxr.net/. It's decent, but the samples are limited and ...
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284 views

Choosing an Audio API [duplicate]

Possible Duplicate: Cross-Platform Audio API Suggestions I have gone down this road a few times, and always decided to put it off. I am finally to the point I need to choose an Audio ...
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1answer
107 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 ...
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1answer
54 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 ...
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19 views

XACT3 problem including the header

I am trying to include the xact3.h header file in a game project but i keep getting some errors related to mmreg.h #include <xact3.h> #include <Windows.h> 1>c:\program files\windows ...

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