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
374 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
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 ...
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 ...
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?
2
votes
2answers
577 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
2answers
457 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
1answer
424 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
33 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 ...
2
votes
1answer
72 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
802 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
45 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 ...
2
votes
1answer
833 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
214 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
304 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
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 ...
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 ...
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 ...
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. ...
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
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
2answers
755 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
280 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 ...
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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
77 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
364 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
132 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
148 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
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 ...
1
vote
1answer
96 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
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. ...
1
vote
1answer
45 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
163 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
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 ...
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 ...
1
vote
1answer
335 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
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 ...
1
vote
0answers
37 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' ...
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
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 ...
1
vote
0answers
442 views

Play streaming sound in OpenTK?

What's the simplest way to make a sound stream from disk and play in OpenTK?
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 ...
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 ...
1
vote
0answers
117 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
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
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
votes
1answer
3k views

How do I have multiple audio sources on a single object in Unity?

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 complication ...
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 ...