Audio (heard) output of a game.

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3
votes
2answers
360 views

Handling sound effects for Multiple Collisions

How can I generate somewhat realistic sound effects for collisions in a physics engine that simulates lots of objects? E.g. take >10 marbles that are bouncing off walls and off each other. If I ...
3
votes
2answers
3k views

Unity: stop/play only background music

I have a music sound clip simply drag-n-dropped to my hierarchy. I also have other sound effects in my game. I want to pause/play background music on button press but only music, not all sound ...
3
votes
2answers
397 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
1answer
1k views

What are the requirements for a sound file in android?

I am creating a game in Android and eventually I am going to outsource the sound effects. I have a few place holder sounds for testing and I have noticed a problem. I have an OGG sound file which ...
3
votes
3answers
214 views

Scaling Sound Effects and Physics with Framerate

(I'm using XNA and C#) Currently, my game (a shooter) runs flawlessly with 60 FPS (which I developed around). However, if the framerate is changed, there are two major problems: Gunshot sound ...
3
votes
2answers
347 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
2answers
560 views

Sounds categories volume level in xna

I am preparing sounds system to my game in xna. I am using XACT Tools, and i got problem. There is class SoundCategory. I can change sound level for all sounds in that category easily. SoundCategory ...
3
votes
2answers
247 views

what making a good soundtrack for social game

there are many successful social games in Facebook and other social sites like brain buddies, who has the biggest brain and word challenge.both of them have a great soundtrack while playing and in the ...
3
votes
2answers
416 views

Playing a sound on collision?

I'm making a pool game. I've separated the gameplay logic and the physics into two systems, entities and physics. Each entity holds a reference to a body which the physics system uses. The body itself ...
3
votes
1answer
197 views

Microphone sound into game propagation

Had been any efforts made to stream real-time sound from the microphone (user's voice) into the game currently played? This way you could hear echo of your own voice when you walked into enclosed ...
2
votes
2answers
485 views

Best practices for playing sounds in iPhone games

What are the best practices for playing sounds in iPhone games? Specifically, what are the best practices while playing sounds simultaneously without affecting other processing much. Is there any ...
2
votes
3answers
415 views

How to prevent overlapping of gunshot sounds when using fast-firing weapons

So I am now trying to find sounds for my guns but when I grab a gun sound effect and play it in my game a lot of the sounds are either terrible sounding or have this horrible echoing effect because as ...
2
votes
2answers
443 views

What would make a good cursor movement sound effect?

I know specific questions like this are very borderline on acceptable - but I am having massive trouble finding a non-annoying sound effect for moving the cursor in my game. The game is a Fire Emblem ...
2
votes
1answer
374 views

Interactive music games

I've been seeing lots of simple interactive programs popping up all over the internet that generate basic music, usually quite nice sounding, from simple interactions from the user. Otomata is one ...
2
votes
2answers
159 views

Should I use one line per .wav or one scene per .wav for character speech?

I'm building a game in XNA and I wanted to know how I would organize the character speech portions of the game. These would include both cutscenes and anything else where characters interact. I ...
2
votes
2answers
219 views

Should I create generic bitmap/sound/et cetera wrappers for Allegro?

Basically, I have been writing a game in C++ using Allegro. I mostly just use the library to draw bitmaps, draw text, and play audio. My main concern as the game continues to grow code-wise, is that ...
2
votes
1answer
384 views

Sound activated particlesystem

I am trying to make a particle system that is activated by sound. Like emitting on the beat resizing on the beat and such things. I found some nice tutorials on how to make things like ...
2
votes
2answers
79 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
1answer
165 views

How can I get the instantaneous volume level of a sound at a particular playback point?

How can I go about getting the current volume output of an audio file in libGDX? By that I mean of the actual file at its current play position. Essentially I want to write my own version of a plugin ...
2
votes
1answer
156 views

How can I apply an effect to a sound to simulate hearing it underwater?

I'm using XNA 4.0 and trying to reproduce an "underwater effect" for every sound played. How can I apply an effect to a sound, and what effect should I use to make it sound like as if the player is ...
2
votes
1answer
611 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. ...
1
vote
4answers
218 views

Space & Sound? Defying Physics?

Why are there sound effects in space shooter games like asteroid and such? There is no medium in space for sound to travel by. Yet we get hear gun shots & explosion. I am not talking about the ...
1
vote
1answer
609 views

How can I avoid false positives with “blow” input?

I’m working on a game which uses blow functionality to move an object in the game screen. This screen also has background music in it. The problem is that the microphone is detecting the BGM as blow ...
1
vote
1answer
139 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
5k views

Waiting specific time to increase sound libgdx

I want to wait a moment (.5 seconds) before I increase the sound, how can i achieve this without using Thread.sleep, because i want my game to keep runnig.
1
vote
1answer
280 views

Alternative to soundeffect.play()?

I have been using a profiler to optimize my game for the Xbox, my aim is as with any optimization to reduce excess CPU and memory usage. I have managed to cut down a lot of the processor time and ...
1
vote
2answers
284 views

2D game libraries that support positional stereo sound?

I would like my game to have semi-realistic sound, where the left/right channel volume depends on the position of the sound source within the world. I've looked and it seems that it's not possible ...
1
vote
1answer
43 views

Looping OpenAL sounds with one buffer - or how to do it correctly?

I require to implement a statically played sound class which supports looping of the audio data - and requires this to be changed at runtime (e.g., turning off looping). Maybe I understand something ...
1
vote
1answer
100 views

MonoGame InstancePlayLimitException on Windows w/ OpenGL

Why am I getting the InstancePlayLimitException when playing several SoundEffects per second despite there being no limit unless programming for mobile? It occurs after only a few seconds of repeated ...
1
vote
1answer
101 views

Can I rely on SoundEffects being stopped when unloaded?

I am using XNA's SoundEffect class to play sounds. I have to unload all sounds from the corresponding ContentManager for technical reasons, while some of them are still playing. What happens to ...
1
vote
1answer
1k views

Is it possible to use ALSA or OSS on Windows?

Has nobody written a wrapper over DirectSound or something yet?
1
vote
1answer
267 views

Sound Delay With AVAudio Player

I'm using the following code in my viewDidLoad to load a sound: NSURL * url = [NSURL fileURLWithPath: [NSString stringWithFormat:@"%@/Moto - Hit Sound.mp3", [[NSBundle mainBundle] ...
1
vote
0answers
38 views

LibGDX music doesn't play anymore after x times

In my App I added two sounds, the first is played when the gamescreen start the second when the game is going to game Over screen. Everything works fine but after about 12-13 games the second sound ...
1
vote
1answer
49 views

How to play more than one background song in XNA?

The current tutorial I am using to play background songs only allows me to play one song throughout the entire game. Link to tutorial --> http://rbwhitaker.wikidot.com/playing-background-music I ...
1
vote
0answers
52 views

SDL_Mixer .xm file loop not working correctly [closed]

I am working on a little game in my spare time using C++ and SDL and I have encountered a problem with a .xm file playback. The music is supposed to have an intro of a couple patterns and then ...
1
vote
0answers
57 views

Panning in Direct sound wthout using SetPan function [closed]

I was wondering if it is possible to pan a WAV file in direct sound without using the SetPan function. If so how? That is change the volume on 2 different speakers, right and left, to simulate that ...
1
vote
0answers
256 views

Could not load sound (MonoGame) [closed]

I am using the Window Project (in MonoGame 3.2) which is uisng DirectX instead OpenGL. If I run a game, so its show me: "Could not load wind asset as a non-content file" I think, that is no ...
1
vote
0answers
78 views

How do I remove unwanted areas while keeping the animated keyframes and wav in sync?

I recorded a motion-capture along with voice as fbx and wav. How do I remove unwanted time periods while keeping the animated keyframes and wav in sync? 3DS MAX 2012 is being used. Standard plugins ...
1
vote
1answer
190 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
1answer
828 views

Python/PyGame mixer.music playback of OGG file has intermittent clicking sound - how to proceed?

I have a class within my python + pygame game that handles sound - it worked well until I tried use pygame.mixer.music to switch between streaming .ogg music files. The class switches between them on ...
1
vote
0answers
255 views

Sounds for Car racing game [duplicate]

Possible Duplicate: Car engine sound simulation M working on 3d car racing game . Being assigned the task of creating sound effects for the car. I have all the sounds with me like idle ...
0
votes
2answers
74 views

Sound composition/compilation softwares [closed]

I'm a one man developer company. I'm working on a game for which I need some variety of sounds. I searched online stock music and it does not give me what I'm exactly looking for. As a desperate and ...
0
votes
3answers
587 views

Reproducing several sounds in AS3

I'm trying to reproduce several sounds in a game I'm developing in AS3. The game is like a TD game, and when I got 10+ of the same tower firing at the same time, I hear a horrible: ...
0
votes
1answer
258 views

Master sound volume in LibGDX

I have been searching everywhere for master volume for sound and music in LibGDX but to no avail. Can anyone tell me if it is implemented somewhere or do i need to implement such functionality myself? ...
0
votes
1answer
56 views

Proper Order to Process Each Frame

I'm writing a rudimentary 2D engine and am wondering what the proper or generally accepted order is for handling graphics, user input, sounds, and then other systems like physics. If you have written ...
0
votes
1answer
56 views

XNA SoundEffect with offset

I've been trying to make a soundmanager recently which has several functions which fits my needs. But one thing I can't solve, is the offsetting the soundeffects. Is it possible to play a soundeffect ...
0
votes
1answer
301 views

XNA - how to prevent a sound from looping

So in XNA I have this code: Variables: SoundEffect optionSelected; In the LoadContent() method: optionSelected = Content.Load<SoundEffect>("gameSounds\\selectOption"); In the Update() ...
0
votes
2answers
5k views

Voice recognition libraries - C++ [closed]

I need to implement voice recognition in my game, the target is that the user speaks into the microphone and the game responds accordingly to some commands. What libraries could help me with such ...
0
votes
1answer
341 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
85 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 ...