Audio (heard) output of a game.

learn more… | top users | synonyms

0
votes
0answers
4 views

How do I simultaneously capture and play sound with SlimDX/DIrectSound?

Is it possible to simultaneously capture microphone input and play back some other sound, using DirectSound via SlimDX? How?
-2
votes
0answers
55 views

What's this sound effect called [Usually associated with swords in anime] [on hold]

I've been looking for a particular sound effect which seems to be associated mostly with swords. I can't figure out what to call it, I can find only clanks, swings and flashes but have no luck with ...
0
votes
1answer
84 views

Playing repeated sound in Java

I'm trying to play sounds in a Java game with the following code: AudioStream audioStream = new AudioStream(stream); AudioPlayer.player.start(audioStream); The stream variable is just an ...
2
votes
2answers
85 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 ...
0
votes
1answer
33 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? ...
68
votes
13answers
53k views

Where can I find free music for my game? [closed]

I'm in need of some tunes for my game. Where can I procure some, preferably for free?
4
votes
2answers
79 views

What is the most efficient way to work with lip sync/facial expressions in XNA?

I've been searching for an answer forever, but I haven't found one. What options are there for lip sync/facial expressions in video games made with XNA? I have a few models for a game I'm building, ...
4
votes
2answers
156 views

2D Enemy AI reacting to sound

I'm currently working on a 2D top-down survival game and I'm trying to figure out a good method for enemies to detect player sounds. For instance - if the player fires his gun it should play a sound ...
1
vote
1answer
78 views

Better to 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 ...
-1
votes
1answer
92 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 ...
1
vote
0answers
27 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 ...
9
votes
1answer
175 views

How should I handle sound in a split-screen game?

In a split screen multiplayer game, sound events may be heard by more than one player, and they might sound different to each player. For example, player one might hear the sound of the car they're ...
6
votes
4answers
575 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 ...
23
votes
5answers
5k views

What quality should my sounds be?

Sound and it's quality is something like religion. Never ending story. People will say, that MP3 320kbps is lossless, while experts will say that any MP3 is crap, but in the end, no one will hear a ...
1
vote
0answers
119 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 ...
0
votes
2answers
56 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
1answer
40 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 ...
1
vote
1answer
57 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 ...
0
votes
1answer
49 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
0answers
63 views

Sound Effect Delay occurs when game is deployed with GWT backend?

I've been posting my games on to my personal website recently and I noticed a slight hiccups with the LibGDX games I've made. Within the first few seconds following the loading of the game, there is a ...
8
votes
1answer
276 views

DirectX error with older XP systems

I am a blind programmer, working on an audio game for the blind. I am using SlimDX, and it has been tested on dozens of systems from XP to Win 8.1. My code works on most systems just fine, but I ...
4
votes
3answers
261 views

How to prevent multiple playing sounds from destroying your hearing?

The problem is that when I play 100 sounds almost at same time, all I hear is noise. It's not very attractive to listen it for 30 minutes straight. I tried to fix this by allowing only 1 sound of ...
2
votes
1answer
135 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 ...
8
votes
2answers
446 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 ...
0
votes
1answer
142 views

Play .mp3 with Craftyjs

I want to play .mp3 sound files in a game I built with Crafty.js. Is this possible without converting the sound file?
6
votes
1answer
155 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
187 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 ...
26
votes
12answers
6k views

How are sound effects made?

My friend and I are finishing up our first game right now and I have just discovered that even though he can make some decent music tracks, he has no idea how to make a sound effect. An explosion, for ...
0
votes
1answer
315 views

Unity Sound effect playing too many times

In the class PlayerControl I have this if (Input.GetKey("space")) { soundManager.PlayBleep(); sword.SetActive(true); } In my soundmanager I have this public ...
0
votes
1answer
573 views

Sound Manager class in Unity

Starting with Unity having had experience of XNA im not sure if the way i want to solve my problem is the correct way. So id like the opinion of more experienced people. I am doing a 2.5D game and ...
1
vote
1answer
475 views

Is it possible to use ALSA or OSS on Windows?

Has nobody written a wrapper over DirectSound or something yet?
2
votes
2answers
167 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 ...
0
votes
1answer
129 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() ...
1
vote
1answer
281 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 ...
0
votes
0answers
300 views

syncing multiple audio tracks on Android

I'm trying to create a music based game (similar to "my singing monsters). the idea is that I have a scene where I can place and remove a few different characters from the scene, each character has a ...
0
votes
0answers
112 views

LWJGL: Volume of playAsMusic() does not change?

I am having problems with the playAsMusic() method of the lwjgl (slick-util lib). No matter what I set for the gain, the second parameter, the volume remains the same (yes, I restart the song ...
0
votes
1answer
178 views

A common way to preparing sounds and musics [duplicate]

I'm new in Game developing and i want to set background music or some sounds like explosion in my game. But my question is generic. I want tho know how other game developers obtain their games sound ...
3
votes
2answers
209 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: ...
1
vote
0answers
69 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 ...
0
votes
1answer
76 views

Repeating Sound with Timer in Actionscript 3

I'm working on a Flash game and am trying to figure out how to repeat a sound periodically every 17 seconds. Instead, of having the sound repeat once the .mp3, .wav, finishes. The problem I'm running ...
1
vote
1answer
121 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 ...
50
votes
5answers
13k views

How does a one-man developer do its games' sounds?

Before anything, that's not a "oh, where can I find resources?" question. Well, I've been curious about one thing in the indie games industry. For the development of the game, such tasks like game ...
-1
votes
1answer
304 views

How compatible is OpenAL?

I'm making a game that needs sounds and LWJGL uses OpenAL. I was wondering out of 1.0, 1.1, C 1.0 and C 1.1 which would be the best to pick? I don't know what the C is but it's there in LWJGL :). My ...
1
vote
1answer
197 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] ...
29
votes
8answers
9k views

Are there any open source projects for car engine sound simulation? [closed]

I have been thinking how to create realistic sound for a car. The main sound is the engine, then all kind of wind, road and suspension sounds. Are there any open source projects for the engine sound ...
1
vote
1answer
208 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 ...
0
votes
2answers
2k 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 ...
5
votes
1answer
254 views

SFXR-Like Tool for Speech

Sfxr (and also Bfxr) is a great tool for generating sound-effects for games. Is there something like this for speech synthesis? Not every game development tool and platform has a speech synthesis ...
3
votes
2answers
307 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 ...
2
votes
1answer
248 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 ...