Questions tagged [sound]

Audio (heard) output of a game.

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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 ...
Zhafur's user avatar
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8 votes
1 answer
356 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 am ...
user3123309's user avatar
3 votes
1 answer
364 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 ...
Adrien Neveu's user avatar
8 votes
2 answers
2k 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 ...
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7 votes
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401 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 ...
ares_games's user avatar
3 votes
1 answer
3k 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 ...
Southpaw Hare's user avatar
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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 ...
Daarwin's user avatar
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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 ...
Daarwin's user avatar
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1 answer
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Is it possible to use ALSA or OSS on Windows? [closed]

Has nobody written a wrapper over DirectSound or something yet?
michel's user avatar
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2 votes
2 answers
437 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 ...
Zyaga's user avatar
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1 answer
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XNA - how to prevent a sound from looping

So in XNA I have this code: Variables: SoundEffect optionSelected; In the LoadContent() method: ...
PowerUser's user avatar
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1 answer
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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 ...
MogambO's user avatar
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7 votes
4 answers
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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 ...
Rookie's user avatar
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3 votes
2 answers
2k 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: ...
clamp's user avatar
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1 vote
0 answers
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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 ...
Zurechtweiser's user avatar
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1 answer
187 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?
gnerkus's user avatar
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1 answer
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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 ...
tomsseisums's user avatar
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1 answer
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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 ...
Monstr92's user avatar
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1 vote
1 answer
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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 ...
Ree's user avatar
  • 101
1 vote
2 answers
12k 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 ...
Grimshaw's user avatar
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-1 votes
1 answer
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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 ...
LiquidFeline's user avatar
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2 votes
1 answer
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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 ...
Dimitri mx's user avatar
3 votes
2 answers
565 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 ...
jazzhole's user avatar
2 votes
1 answer
776 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. ...
ares_games's user avatar
0 votes
2 answers
750 views

Best source for sound effects? [closed]

What is a good source for sound effects for use in an indie game production (C#, XNA)? The sounds do not need to be free. They, however, should have a clear licence for commercial use. The website ...
ares_games's user avatar
16 votes
3 answers
2k views

Sound effects system design

I'm creating a RPG/RTS game in Unity. There are a lot of characters and potentially a lot of different environments. I'm fairly confident with the coding part (so this question isn't really tied to ...
Max Yankov's user avatar
10 votes
4 answers
19k views

Is there a sound library for C to generate sound samples from code? [closed]

I'm working on an engine for a retro-style game in C. I'm looking for a sound library that would produce chip sounds from code...I want to make my own simple chiptune tracker for the engine to create ...
rzrscm's user avatar
  • 160
4 votes
3 answers
307 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 effects ...
untitled's user avatar
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1 vote
1 answer
345 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 ...
Vinnie's user avatar
  • 11
-4 votes
1 answer
214 views

Voice artist for a game for kids [closed]

We're making a game for kids which should include about 50 spoken phrases. I'm asking for help in finding the right voice artist / studio for this. I've tried searching the web but couldn't find ...
devmiles.com's user avatar
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2 answers
226 views

Drawing an animation over an already drawn screen

I am working on a XNA WP7 card game whose basic prototype is complete. In game screen, 6 cards are displayed at a time (3 for each of the two players say 1,2 and 3). If player A attacks one of player ...
Chandan Pednekar's user avatar
5 votes
1 answer
2k views

XNA: Check if the sound is playing

Quick question: I have a SoundEffect instance, and I would like to know if it is playing at the moment or not. But there's neither a method, nor a property that ...
NewProger's user avatar
  • 231
-2 votes
1 answer
1k views

Current status of 3D Sound Effect APIs in games [closed]

I'm doing a little research on a subject, and it looks like there is some sort of crysis there? Last EAX/OpenAL supporting games were like in year 2006. Why is that? Is there is a major lost of ...
Petr Abdulin's user avatar
  • 2,711
0 votes
1 answer
143 views

Application to record sound effects for games

I'm having kids record sounds using their PCs (a few have Macs as well) for use in the games they create. The built-in windows 7 sound recorder is surprisingly poor, didn't older versions of windows ...
at.'s user avatar
  • 171
1 vote
2 answers
998 views

2D game libraries that support positional stereo sound? [closed]

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 ...
Sara's user avatar
  • 73
2 votes
2 answers
807 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 ...
PinkElephantsOnParade's user avatar
1 vote
4 answers
249 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 ...
Shourav Bin Rabbani's user avatar
8 votes
5 answers
6k 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 ...
rashleighp's user avatar
1 vote
1 answer
589 views

Sound Delay With AVAudio Player

I'm using the following code in my viewDidLoad to load a sound: ...
Will Youmans's user avatar
4 votes
2 answers
614 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 ...
Eric McLoughlin's user avatar
10 votes
3 answers
728 views

How to add a sound that an enemy AI can hear?

Given: a 2D top down game Tiles are stored just in a 2D array Every tile has a property - dampen (so bricks might be -50db, air might be -1) From this I want to add it so a sound is generated at ...
Chris's user avatar
  • 516
2 votes
1 answer
2k 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 ...
drinkdecaf's user avatar
4 votes
2 answers
774 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 ...
user717572's user avatar
3 votes
1 answer
8k 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.
Rudy_TM's user avatar
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4 votes
1 answer
1k views

Simplest format for video

I've been dwelling with a question lately, I can generate screenshots with my library, but i found that i would like to be able to record video from a game. Since video is just(well-simply enough, ...
Grimshaw's user avatar
  • 3,111
10 votes
3 answers
1k views

Good way to play a sound when something happens? How does this sound?

So I was thinking about how monolithic my classes get a lot of the time. For example, in the Character class's Jump method, one ...
Richard Williams's user avatar
14 votes
2 answers
5k views

How do I simulate the Doppler effect in a game?

I am trying to simulate the Doppler effect in a game (a car racing game). I am not using a specific sound library that simulates the effect; I only have a callback function where I mix the data. I ...
tigrou's user avatar
  • 3,204
5 votes
3 answers
1k views

How to balance audio levels to be loud enough yet safe

There are a few sound effects in my game that sound a bit piercing over earbuds but OK when played through the iPhone speaker. Also sound levels seem lower on older hardware. Is there some objective ...
willc2's user avatar
  • 247
98 votes
4 answers
77k views

How should a one-man team do game audio?

Most game development (game design, art, programming, etc.) can be done by one person with relatively little equipment: A game designer needs a pencil and paper, an artist Photoshop or Paint, a ...
Gustavo Maciel's user avatar
4 votes
1 answer
2k 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 ...
Christopher's user avatar