Questions tagged [audio]
The audio component of a game, representing what the player will hear. Comprised of dialogue, music, and sound effects.
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In LibGdx, how to add another music format?
I would like to add multiple music formats to the LibGdx library, like .vgm, .mod, .s3m, .xm and so on. I already have the Java code to do so, but it's hard to integrate it with LibGdx code.
I know ...
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Unity Mirror Networking Audio Behaves Differently on Host and WebGL Client
I am creating a system in Unity using Mirror Networking which will only require one host/server and one client. It is a WebGL build so the client will connect on a browser. I want to send commands ...
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How to Code Rhythm Sync
I'm trying to make an object's movement automatically sync to the music in Unity. I want a way to get the "key points" (when there is a loud beat) and make the object dash at those moments.
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Is there a PBR-like material system for audio?
With visual/rendering materials, a very popular system for this is PBR. Materials made using PBR may define properties like albedo color, normal maps, emission, roughness, metallic, specular, etc. ...
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How to mute system audio from microphone in Unity?
How to mute system audio from microphone in Unity?
Or is there some way to have the microphone not capture audio from the game?
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Audio won't pause in coroutine
I am making a system where I have one long audio clip made up of voice lines which I want to be able to play one after the other with a variable pause in between.
I press the space key to start the ...
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Audio source with multiple sound files
I am limited in the number of audio sources I can add. Is it possible to use a single audio source and then rotate between a collection of audio files. This is for an avatar for VRChat so scripting is ...
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Score count-up speed based on music
I'm trying to implement a score count-up that is synced with the tempo of some short music jingle, but I'm failing on calculating the math for it.
Let's say I have a total score of 2000 that I want to ...
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How do I speed up/slow down audio without changing the pitch, and vice versa?
Using Unity's own default AudioSource, there is a pitch slider. However, that pitch slider affects both the speed and the pitch.
Short of doing the speed up/slow ...
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Best file format for short audio clips in a video game
I am writing a video game to teach kids how to read, and as part of that I have to play short audio clips that make basic sounds. For example, the /t/ sound (the first sound in "Tiger").
I ...
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Analyzing audio in C++ / Unreal Engine 5 without plugins
This project is done in Unreal Engine 5. I would prefer doing this in C++ instead of Blueprints, but I'm open to any ideas.
I am trying to take an audio file and create the data needed to make an ...
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3D audio performance cost in Unity
I can't find any information about Unity's performance difference between 3D and 2D audio.
If I'm targeting low-performance mobile devices, should I avoid using 3D audio?
How expensive (performance ...
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How do you upload an AudioClip to a server in Unity?
My current approach is to take an AudioClip, turn it into a byte array, then put it into an UploadHandler, attached to a UnityWebRequest, to send a POST request to a server.
Right now, when I pass ...
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Give the Volume of a Sound a Character is currently making
I'm looking to have a sound file drive the location of a bone or morph target, to create a basic form of lip syncing. Specifically, I'm looking for help getting the volume of the sound file as a float....
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AudioSource.isPlaying is not working in Unity WebGL Build
I am passing a clip to play on the audio source. Next, I wait for the audio to finish to invoke the next action.
But the waiting loop never ends. Once the audio clip ends, the time I read from ...
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Raylib: audio popping and cracking
I'm trying to play a "simple" generated looped sinusoidal wave with raylib and Go but, although it plays I also get audible cracks.
Checking some online examples (like this: https://www....
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Reverse Fourier transform in Unity
I was wondering if unity has any methods to convert frequency domain to time domain.
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Audio emission from a polygon instead of a point
I'm developing a 2D game in Godot. The engine doesn't matter in this case.
Given a polygon, convex or concave, and a listener (camera) location, what 2D position should an audio emitter be placed at ...
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Godot 3.4 issue with AudioStream3D playing random sounds
I got this problem with an AudioStream3D, it's supposed to play randomly from a list of 3 possible sounds when the player fire a gun, but no sound is being played when the event happens.
What i'm ...
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Need help looking into IndexOutOfRange Exception for my Audio Manager script
basically, its as the title says. I am trying to build a brick breaker game in Unity2D, and I have found myself unable to play the death sound effect (played whenever a brick breaks).
...
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Control sound volume in Java
I'm trying to control the volume of a file with keyinput. But all I get is a null error:
Exception in thread "AWT-EventQueue-0" java.lang....
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How can I come up with unintelligible spoken speech like what can be heard in The Sims?
When I search for "Voice Samples" and "Unintelligible Voice Samples" I can only find vocals of singers or just background noise of people talking at the distance, like a crowded ...
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Multiple AudioSources or one AudioSource with multiple AudioClips?
I have a character with a bunch of different attacks + sound effects in Unity.
One way to architect this is to create a single AudioSource, and then set the AudioSource.clip to a specific sfx each ...
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Blending sword motion with sword swing sound in VR
At first, this may seem like an easy problem to solve. I also thought so. (This was a one tick task in my Trello board). But in VR the players' weapon (Sword) swings are unpredictable. The direction ...
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How to implement a big audio source and a cluster of audio sources?
I have a 3D game. The sound engine supports:
playing ambient music to the player (two channels always the same)
playing static sounds from a single position in space
playing mobile sounds from a ...
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Having an Audio Atlas?
Problem
I have 100 textures and I want to easily load them all without writing 100 lines of code loading them all.
Solution
Use a texture atlas. Use this to pack them. Use pixijs or something like ...
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Calculating stereo sound levels from 3d sound source?
When a sound is emitted in a (first person) game world at some source position relative to the player - based on its distance away we can calculate the factor to multiply the amplitude of the wave ...
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CloneNode or Audio Pool?
I have a game, but I have to make a decision about audio.
Should I preload an audio pool, or create cloneNode when played?
Which is better in terms of best loading and better performance?
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Is it a bad idea to have several audio sources on the same object in unity?
The title is actually self-explanatory. I would like to know if there are any drawbacks (performance-wise, good-practice wise, etc.) for having multiple audio sources on the same GameObject. My ...
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How to play multiple sounds at once without reloading data?
I am making an HTML5 game, which involves one audio being played multiple times at once.
I searched this issue up and found this: https://stackoverflow.com/questions/25654558/html5-js-play-same-sound-...
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How to get current Microphone Frequency in Godot
Let us say I want to create a singing game similar to SingStar, and for this purpose I want to get the audio pitch the microphone is getting, in real time, or as close as possible.
I know I can get ...
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How to play sound in WebGL build in Unity?
I have a project that works fine when I build for windows, but doesn't work when I switch platform to WebGL. The [SerializeField] AudioClip variables in the ...
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stop previous audio from playing when starting a new one
I created a dialogue system with audio it works perfectly fine unless you start skipping the voice lines so then it all becomes a mess with all of the voice lines overlapping is there a way to make it ...
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Can I have an Area affect the audio input of a Listener rather than the audio output of a speaker
Simple 3D use case: I have a Listener attached to my 3P character and a speaker attached to the environment, providing general background ambience (no attenuation).
When the character goes underwater, ...
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Can not play a disabled audio source?
I have 5 cubes and all 5 cubes have an audiosource. When my player jumps into those cubes, the audiosource is playing just once. ...
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Can I legally use movie sounds for game production?
Can I legally use short sounds from movies, like a door closing, in my game?
Is there a way for others know from where the sounds came from originally? Does it matter if I apply audio editing to the ...
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How to play a sound effect at a projectile's impact location?
I am encountering an issue where I have a bullet that is destroyed on impact which is cutting off my bullet impact sound effect due to the audio source being destroyed. I like the idea of the sounds ...
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How to set an exact pitch in Minecraft Java 1.16.1 Resource Pack
I'm trying to make a resource pack in Minecraft Java 1.16.1. The pack will replace all of the Minecraft sounds with LoZ BotW sounds. The first thing I did was put the BotW pickup sound in place of the ...
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UIButton fails to play sound
I'm doing this game where with cards you assign different beats to different channels. You drag and drop the beat to a channel and it gets added to the mixer. What I'm having trouble with is when i ...
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SDL Audio/Mixer cannot initialize with 2 channels only
From the documentation using SDL2 Mixer to init the soundcard with 2 channels.
It will return 8 channels (7.1) and seems there is no way have just 2 channels.
here the snippet that i used simple as ...
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AudioSource.Play() outputs only noise from the sound clip
I'm trying to reproduce a sound clip on the AudioSource of a game object by using the .Play method. What i'm trying to do is a card game of sorts, but with each card being a different section of a ...
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Long occluding geometries in Resonance Audio for Unity
I'm currently looking into using resonance audio (https://resonance-audio.github.io/resonance-audio/) for accurately modelling the audio for an environment that approximates to a long corridor with a ...
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Low Level Audio Engine Sample Rate Conversion
First off, there seems to be a sparse number of audio programming tutorials out there so if anyone knows of some good resources I would be very appreciative. Now on to the topic at hand!
I am using ...
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Unity AudioMixer sets AudioSources to 0 regardless of decibel value
My code for the decibel and volume/linear conversion is good already. I just can't figure out why my AudioMixer keeps on setting my AudioSources to 0. I've double checked to see if my decibel value on ...
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How can I realistically simulate audio for multi-sensor processing?
I am performing audio simulations in Unreal Engine 4.
Ideally, I need realistic audio propagations. So microphones at multiple locations will experience propagation delays related to their distance ...
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List<T>.Contains(T) Method seems to return true for substrings? I don't want that
so I need to check a List of strings belonging to an AudioManager script, from another script, to see if it contains a specific string. Accessing that List wasn't hard. What's surprising me is that ...
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How to properly manage game music and sounds?
I'm developing a WinForms customized version of Pac-Man for a Software Engineering project and I reached the point where I have to implement music and sound effects. I used the MVC architectural ...
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Where can I find sources on how many people play with sound disabled/enabled?
This is probably more a problem with me being unable to find statistics which i am absolutely certain must exist in some form: How many people play with the sound off/on when playing browser games or ...
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Audio Plays A Second Time When Going Back To Menu Unity
I am trying to have my background music keep playing in between scenes, but the music just plays another copy of itself instead of destroying itself to let only one copy play at a time. This is my ...
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Why does the volume not decrease when I move away from the AudioSource?
I created a simple scene with an audio source and a player that can move. The main camera is a child object of the player. I set the audio source volume rolloff to "logarithmic rolloff". As far as I ...