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

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0
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1answer
54 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 ...
0
votes
0answers
13 views

3d/spatial sounds in gorilla audio

I'm using gorilla audio in my game and I would like to add spatial sound sources, so the volume and which side you hear the sound more would be based on the location you are listening from. I didn't ...
1
vote
1answer
63 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
votes
1answer
61 views

Unity Ui slider volume control

I have the ui slider to control my volume, I have my slider to control all the volume of the game. I have make it so when the main slider change value all the other slider change with it but when I ...
2
votes
2answers
348 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
1answer
745 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 ...
0
votes
1answer
20 views

Audio slider doesn't change value

For some reason, my slider and audio resets back to 0 when I stop and play the game after I changed the value. Here is the code, I can't spot anything wrong with it: using UnityEngine; using ...
0
votes
1answer
37 views

How do I make one ui slider control all of the game audio?

I use the ui slider to control how loud is the game, what I want to know is how to make one ui slider control all of the game audio?
2
votes
2answers
88 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 ...
1
vote
0answers
24 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' ...
0
votes
0answers
120 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. ...
2
votes
1answer
29 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 ...
0
votes
1answer
87 views

Unity 5 - Error with code to make pitch changes based on distance

I really need help. It's 2:00 AM here and my brain is half dead so I can't, for the life of me, find out what's wrong with this code anymore. It's supposed to find the distance between the game ...
0
votes
1answer
32 views

Converted XWM(A) files get silence at the end

I am writing a playback mechanism for looping background music with XAudio2 and SharpDX. I converted some perfectly looping WAV files to XWM(A) with the xWMAEncode command line utility (from the DX ...
0
votes
0answers
7 views

Using Sound Manager - Citrus

From the download citrus page, I downloaded the citrus core-only. In my starling app, I'm using citrus just for manipulate sounds using Sound Manager. At the game class I made something like this: ...
36
votes
3answers
10k views

How do audio based games such as Audiosurf and Beat Hazard work?

Note: I am not asking how to make a clone of one of these. I am asking about how they work. I'm sure everyone's seen the games where you use your own music files (or provided ones) and the games ...
2
votes
1answer
727 views

Play vs. PlayOneShot

For Unity AudioSource objects, what is the difference between the Play and PlayOneShot methods, besides their method signatures? Is it simply that PlayOneShot won't stop an already playing sound from ...
4
votes
0answers
86 views

Where do I start if I want to make music and audio for video games? [closed]

I am a singer/songwriter/instrumentalist, as well as a video game lover. I have some basis in informatics but I have spent 1000x the time on music in comparison with programming. I came to think that ...
0
votes
1answer
46 views

XNA SoundEffect won't stop playing

For my HND I've got to re-create Frogger, and everything was going swell until I tried adding some collision detection and sound. Whenever my player intersects a vehicle, the sound file just starts ...
0
votes
1answer
172 views

Background Music in Puzzle Math Game [duplicate]

Can someone suggest, recommend or directly link me on a site that offers free background music for an education puzzle game? I honestly not good in picking up a background audio that suits my puzzle ...
6
votes
4answers
1k views

Using modified copyrighted music in non-commercial games

Background: I'm making a retro style game for both fun, and an unofficial contest. I have bought a song, song X. However, I then found notation for song X, and all the instruments. So basically, ...
6
votes
2answers
265 views

How important is music to mobile phone (smart PDA) games? [closed]

Specifically iPhone/iTouch, Droids, and the new Windows Phone 7? I don't know how to quantify this, or if any research has been done. I am wondering how important the music is to the gaming and what % ...
0
votes
1answer
2k 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 ...
5
votes
1answer
353 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 ...
1
vote
1answer
72 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 ...
0
votes
0answers
38 views

Microphone Input Playback (Fmod Studio API)

I got my microphone input working fine in my custom engine. I am getting all the levels, dominant frequency data i need from the microphone. The issue is i'm still hearing microphone playback. I tried ...
0
votes
0answers
22 views

noise when using xaudio3D

I'm trying to create 3D sound using xaudio3D. The 2D sound works fine but when I use 3D, there is noise after 2 or 3 three frame. The volume of the audio I'm playing keeps decreasing and noise keeps ...
4
votes
6answers
2k views

Maximum sensible audio sample rate

I work as a multi-purpose engineer/developer at a very small startup game company. Recently, I've been asked to help out with audio development and editing, and I've been mostly able to hold my own. ...
0
votes
1answer
85 views

Dynamic Music Composition in FMOD

I would like to dynamically "build" a song in my game by adding/removing instrument layers. This is normally possible exporting each instrument layer as a separate track, but this method is not so ...
0
votes
0answers
39 views

solution for implementing a movie game

Currently I'm developing an adventure movie game using flash Actionscript 3. what I need is a cross platform solution capable of playing video files (mp4 h264 fullHD now, could be any format). The key ...
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
69 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
175 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
756 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
137 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
976 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 ...
29
votes
3answers
3k 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
610 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
463 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
74 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 ...
2
votes
4answers
2k 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
748 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 ...
7
votes
1answer
198 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
412 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 ...
9
votes
4answers
779 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
205 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
306 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
537 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
3k 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
460 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: ...