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

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38
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1answer
3k views

Why is this beat detection code failing to register some beats properly?

I made this SoundAnalyzer class to detect beats in songs: class SoundAnalyzer { public SoundBuffer soundData; public Sound sound; public List<double> beatMarkers = new ...
32
votes
3answers
8k 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 ...
27
votes
3answers
2k 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)?
15
votes
6answers
728 views

Using spherical harmonics to build complex sound scapes

I was having a discussion at work today on how to improve room acoustic modelling. It was suggested that very little work appears to have been done on the subject yet tonnes has been done in ...
13
votes
3answers
4k views

Beat detection and FFT

I am working on a platformer game which includes music with beat detection. I am currently detecting beats by checking for when the current amplitude exceeds a historical sample. This doesn't work ...
12
votes
2answers
2k views

Playing a Song causing WP7 to crash on phone, but not on emulator

I am trying to implement a song into a game that begins playing and continually loops on Windows Phone 7 via XNA 4.0. On the emulator, this works fine, however when deployed to a phone, it simply ...
11
votes
2answers
2k views

What should audio programmers know? [closed]

I'm a music composition student also getting a minor-plus-some in computer science. I love writing music and making sound effects and want to write music for games. But, I also realize everyone and ...
10
votes
3answers
3k views

What is a fair price to pay for music licensing for a commercial game?

What is a fair price range for already existing (not custom-made) music if it's intended for a commercial game? The music I have in mind is relatively unknown (independent music) and I'm already in ...
10
votes
5answers
566 views

Dynamic audio score/music

I'm interested in developing a game who's background music changes with the mood and scenario of the game's action. Of course many existing games do this (halo for example), but I was interested in ...
9
votes
9answers
838 views

Looking for a royalty free sci-fi sounding song thats 1:00+ long, and costs <= $5 [closed]

I'm looking for a royalty free sci-fi sounding song thats 1:00+ long, and costs less then, or is $5 usd. I want to have a nice BGM for my engine demo I'm going to release for a game I'm planing on ...
9
votes
2answers
814 views

Can you record raw sound data in XNA?

XNA 4 includes the Microsoft.Xna.Framework.Audio.Microphone class which can seemingly read the raw sound data off the microphone via its API as documented: GetData - Gets the latest recorded data ...
8
votes
5answers
2k views

Audio programming resources [closed]

I've been very interested in the last few months about getting in to audio programming (I'm from a musical background). I've been a .NET developer for two years and have also done some objective c for ...
8
votes
4answers
576 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 ...
8
votes
2answers
517 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 ...
8
votes
1answer
3k 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 ...
7
votes
1answer
2k views

Difference between Vorbis OGG and M4A/MP4/AAC?

From what i know m4a and aac are the same thing with mp4 allowing video while the former only allows audio. Whats the difference between vorbis ogg and m4a? I looked it up and it seems that m4a/aac ...
6
votes
4answers
565 views

How to choose a success and failure sound

I create a math game where the user has to solve an equation. If the user is right, the application plays sound A. If he's wrong, it plays sound B. What criteria should I use to choose sounds for A ...
6
votes
2answers
2k views

How to make footsteps sound sync with animation (FMOD/Wwise/similar)

How do you pros out there implement footstep sounds in so that they're synced with character animation? I have an idea in mind: an FMOD event that has two footstep playback triggers, and a parameter ...
6
votes
2answers
565 views

How was sfxr made?

I figure this is a Game Development question as this is a sound generation tool made specifically for games (in particular, Ludum Dare games). I have a basic understanding of how sound works, with ...
6
votes
2answers
1k views

Sound emmiters with panning and volume in 2D

How can I create sound emmiters that pan and change volume based on distance from the player in a 2D game?
6
votes
1answer
163 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 ...
6
votes
1answer
210 views

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

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 % ...
6
votes
2answers
930 views

How to loop over a part of an ogg vorbis stream?

I'm successfully streaming ogg vorbis data to openAL with the Java library JOrbis, but now I want to loop over a part of this stream, e.g from 30" to 1'30". I thought that at the end of the loop, I ...
6
votes
4answers
585 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
3answers
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, ...
5
votes
1answer
293 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?
5
votes
1answer
749 views

Techniques for creating sound effects in a browser based game?

The <audio> tag and the <object> tag are (somewhat hard to use) ways to embed audio on a page... ...but what about creating sound effects in a browser-based game? E.g. if the game becomes ...
5
votes
1answer
282 views

Physics-based dynamic audio generation in games

I wonder if it is possible to generate audio dynamically without any (!) audio assets, using pure mathematics/physics and some input values like material properties and spatial distribution of content ...
4
votes
2answers
607 views

Recording equipment for game sounds

I was wondering if anybody knows about any good pieces of equipment fit for recording sound effects for games. If you can, also tell please me the price range for professional equipment.
4
votes
3answers
2k views

Which API for cross platform mobile audio?

This question focuses on the API's available on phones. I'd been planning to use OpenAL in my game for maximum portability. It runs great on Linux so I can quickly iterate while developing as well ...
4
votes
1answer
214 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. ...
4
votes
0answers
107 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 ...
3
votes
5answers
636 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. ...
3
votes
5answers
767 views

Recorded Voice or Synthesized Speech?

I'm interested in adding to my game either recorded human or synthesized speech. I'm interested in what game devs have to say regarding the value of recorded human voice over voice synthesis. Thanks ...
3
votes
4answers
1k views

How can I make “small” (file size) background music loops/tracks?

I recently purchased some short (approx 3 min) background music tracks. I have the tracks in three formats: AIFF, MP3 and WAV. How can I compress these files such that the quality remains intact ...
3
votes
3answers
353 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 ...
3
votes
2answers
259 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: ...
3
votes
1answer
491 views

Implementing Positional Sound

I am trying to put 3Dish audio in a game I'm developing, and I'm unsure how to do positional sound. I want to be able to adjust the volume of the audio's channels depending on how far it is and the ...
3
votes
1answer
222 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 ...
3
votes
2answers
338 views

How does professional audio fit into game design?

Do game designers typically seek the help of specialized music/audio specialists for soundtracks and sound design? Is there a general need for professional audio work in game design, or is that ...
3
votes
3answers
745 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 ...
3
votes
2answers
277 views

music for an arcade game?

I'm thinking about music for my brick breaker game, but I don't know how to choose any. If I'd make a loop from a few seconds, I think it would get annoying very quickly. I also found some longer ...
3
votes
1answer
164 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
536 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
338 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 ...
2
votes
4answers
514 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
4answers
1k 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 = ...
2
votes
2answers
449 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
393 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
2answers
670 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 ...