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

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3
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1answer
796 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?
3
votes
1answer
208 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 ...
3
votes
1answer
69 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() { ...
3
votes
1answer
378 views

Xaudio2 XAPO Effects

I've been working with XAudio2. After looking at the samples, example code, and sparse documentation available from Microsoft and the MSDN, I've found that there aren't any easy-to-find resources on ...
3
votes
0answers
25 views

Automatic audio segmentation and find the most energetic segments

What algorithm can be used for audio segmentation? I want to divide song to segments and find the most energetic segments (begin and end in seconds). It is needed for the rhythm-game. Examples: ...
3
votes
0answers
50 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 ...
3
votes
2answers
238 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 models....
2
votes
4answers
541 views

Javascript Audio solution

still has issues. Flash works but... requires flash (an issue for iOS). What do you use in Javascript for audio?
2
votes
3answers
582 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 ...
2
votes
2answers
611 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 ...
2
votes
1answer
432 views

Does SoundEffect.CreateInstance load from file everytime?

This is something which has been bugging me. If I create a SoundEffectInstance via SoundEffect.CreateInstance() I'm meant to dispose of it when I'm finished with it. SoundEffect.CreateInstance() does ...
2
votes
1answer
67 views

Unity, how do I pause the Audio in the Level? [closed]

I wanna pause the Audio if I press the Pause Button also, I need help.. Pause Script: #pragma strict var pausemenu: GameObject; public function pause() { pausemenu.SetActive(true); Time....
2
votes
1answer
83 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 AK::...
2
votes
1answer
97 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
845 views

Audio Design and XAudio2 Performance Issues

I have a very basic understanding of audio and was hoping I could get some help to resolve a problem with the audio design in my engine. Let me give you a run-down of how I've currently got it fitting ...
2
votes
2answers
104 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
67 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 ...
2
votes
1answer
940 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 ...
2
votes
1answer
225 views

Audio Thread as daemon thread

I'm looking to set up two threads in my puzzle game, one for logic/graphics, and one for audio. Am I correct in thinking that the thread that handles the audio should be set as a daemon thread, ...
2
votes
2answers
306 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
73 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 ...
2
votes
1answer
39 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 ...
2
votes
1answer
241 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
646 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
1answer
74 views

How do you use SoundManager for multiple player games over the network?

I have created a basic sound manager according to this unity tutorial (https://unity3d.com/learn/tutorials/projects/2d-roguelike/audio). However, I need it to work for multiple players over the ...
2
votes
1answer
2k 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 ...
2
votes
0answers
234 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
0answers
655 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
2answers
782 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 ...
1
vote
3answers
284 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
1k 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
99 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 ...
1
vote
1answer
399 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 = content....
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vote
1answer
136 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
154 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
408 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 ...
1
vote
1answer
86 views

Playing multiple sounds in Unity5

I have multiple AudioClips that I have attached to a GameObject and I'm trying to play them when certain conditions are met. Each clip is in an array and I have each array item attached to a variable....
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vote
1answer
54 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 ...
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vote
1answer
111 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 ...
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vote
2answers
277 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
65 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
247 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
vote
2answers
280 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 ...
1
vote
1answer
94 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 ...
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vote
1answer
352 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
1answer
65 views

How do engine sounds for vehicles work?

How does the engine sound for a car (or whatever has an engine) work? When you increase the throttle the engine sound changes but it's never quite the same. When programming such a system what is the ...
1
vote
0answers
34 views

Unity play sound from Audio Source

I'm using the following code to play a sound in Unity 5: AudioSource aud = GetComponent("doorSound") as AudioSource; aud.PlayOneShot(aud.clip, 1.0f); But no sound is playing at all. What am I doing ...
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vote
0answers
6 views

Why can't I duck reverb in the mix bus? [duplicate]

i'm surprised there is so little documentation on this issue. But i'm trying to duck the audio on all the mix buses in Unity so that you can clearly hear the VO of the game. Now it works great except ...
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vote
0answers
51 views

Unity 5.3.4: Controlling multiple audio sources at once?

Is there a way to control the max distance of a group of audio sources at once? I want to implement all my sounds, then be able to play with some of the audiosource settings of all of them..
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0answers
34 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 ...