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

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2
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2answers
289 views

Flash game size and distribution between asset types

I am currently developing a Flash game and am planning on a large amount of graphics and audio assets, which has led to some questions about Flash game size. By looking at some of the popular games ...
2
votes
1answer
42 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
1answer
539 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. ...
2
votes
2answers
642 views

Playing NSF music in FMOD.net

So, as the title says, I want to be able to play NSF files using FMOD, because my project already uses FMOD and I'd rather not replace it. This will involve figuring out how existing players and ...
2
votes
0answers
65 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 ...
2
votes
0answers
143 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 ...
1
vote
3answers
248 views

Proper audio formats in low resolution without gaps for a game

I'm a music composer and I have to give my first job for a game. They are working in Objective C in Xcode, it's a game for iPhone/iPad. I need to know the proper audio format to give programmers ...
1
vote
2answers
517 views

What are some good audio pieces that worked well for puzzle games? [closed]

I'm looking for some quality audio/soundtracks as inspiration. Can you think of some really good puzzle games that went above and beyond in the audio category? If you're an audio guy, is there ...
1
vote
1answer
81 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
121 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 ...
1
vote
1answer
125 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
2answers
150 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. ...
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 ...
1
vote
1answer
273 views

How can I get a set of raw samples from an audio file in XNA 4.0?

In particular, I'd like to know how to get a set of audio samples that are compatible with the XNA's Sound API classes, such as the DynamicSoundEffectInstance class. I've used the ...
1
vote
0answers
58 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 ...
1
vote
0answers
131 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 ...
1
vote
1answer
151 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
95 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 ...
1
vote
0answers
356 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 ...
1
vote
0answers
101 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 ...
0
votes
1answer
798 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 ...
0
votes
1answer
210 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 = ...
0
votes
1answer
207 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 ...
0
votes
1answer
157 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
276 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?
0
votes
1answer
433 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 ...
0
votes
1answer
262 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 ...
0
votes
0answers
31 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. ...
0
votes
0answers
742 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 ...
0
votes
0answers
164 views

Play streaming sound in OpenTK?

What's the simplest way to make a sound stream from disk and play in OpenTK?
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 ...
0
votes
0answers
294 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 ...
0
votes
1answer
224 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
87 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 ...
-5
votes
2answers
166 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 ...