Questions tagged [sound]
Audio (heard) output of a game.
168
questions
4
votes
0answers
704 views
Libgdx stops all sounds when there are lots of sounds
I'm making a 2D game for Android using Android Studio with Libgdx in Java.
I have a class, called SoundPlayer, which holds an ArrayMap. The key is the name of the sound file and the value is the sound ...
4
votes
0answers
185 views
Where do I start if I want to make music and audio for video games? [closed]
I am a singer/songwriter/instrumentalist, as well as a video game lover. I have some basis in informatics but I have spent 1000x the time on music in comparison with programming. I came to think that ...
3
votes
2answers
2k views
How do I convince my team to use less VO? [closed]
I am a firm believer in using voice over (VO) only for necessary elements such as game narrative, and here and there to drive game play (e.g. instructions coming in over intercom, that sort of stuff). ...
3
votes
2answers
1k 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
2k 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
390 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
1answer
445 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 ...
3
votes
2answers
550 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
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.
3
votes
1answer
658 views
How do you use SoundManager for multiple player games over the network?
I have created a basic sound manager according to this unity tutorial (https://unity3d.com/learn/tutorials/projects/2d-roguelike/audio). However, I need it to work for multiple players over the ...
3
votes
1answer
273 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 ...
3
votes
2answers
695 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.
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3
votes
2answers
259 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
76 views
Need to programatically muffle game sounds
So I work on a multiplayer game that is set in space. There are essentially two environments for players to be in: inside a sealed space station (where there is air and thus sounds) and outside the ...
3
votes
1answer
148 views
Automatic audio segmentation and find the most energetic segments
What algorithm can be used for audio segmentation? I want to divide song to segments and find the most energetic segments (begin and end in seconds). It is needed for the rhythm-game.
Examples:
...
3
votes
1answer
499 views
How can I turn off the sound from another scene?
I attached music file to my first scene and thanks to following javascipt code, sound continues without stopping in other scenes.
...
3
votes
2answers
431 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 models....
3
votes
0answers
52 views
How to calculate the sound volume for the left ear and right ear based on the object position & velocity, player position & forward vector? (3D sound) [closed]
Please assume:
Minimum distance for 3D volume = 1.0;
Maximum distance for 3D volume = 100.0;
This is the declaration of the function:
An object can be a ball moving closer to the player.
...
3
votes
3answers
393 views
Sounds and buttons show up in simulator, not in an Android device [closed]
I'm a noob in android game development, started with corona sdk and outlaw.
My project runs just fine with the corona simulator on my win8, however, when building it to my android device (galaxy s3) ...
2
votes
1answer
3k 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 ...
2
votes
2answers
542 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
1answer
3k views
PlaySound() Lags opengl c++
I am new to OpenGL. I am making a game similar to this, shown in image below. The problem is when I detect collision, i.e cannon ball and ship collide, I play a sound using
...
2
votes
3answers
2k 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
1answer
1k views
Unity - 3D Sound sounds weird if audio listener is moving fast
If you place 3D Sound which is set to logarithmic falloff and move very fast, then it sounds extremly weird and plays way faster than normal. How can I prevent this?
I made a short video:
https://...
2
votes
2answers
755 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
541 views
What is the default audio bitrate in Unreal 4?
Maybe I'm just googling the wrong thing but what's Unreal's default audio sample rate? 44.1kHz or 48kHz? Silly simple question but thanks for helping out!
2
votes
1answer
8k views
How to use Resources.Load with an AudioClip in Unity?
I'm trying to load an audio clip that's in my assets directory and play it. Here is my C# script:
...
2
votes
1answer
333 views
Libgdx : surround sound
in libgdx there is a lot of audio classes but i haven't seem to of found anything relating to balancing sound in one speaker and or the other to get surround sound
say you check if an object is more ...
2
votes
1answer
861 views
LibGdx Sound start to give an error after loading GameScreen multiple times
I have a LibGdx game, where the user taps on the screen, and a Sound will play. When the user taps on the screen, a texture will "fire" another texture as a missile, and can hit a target, when this ...
2
votes
2answers
190 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
423 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
29 views
How can I display a loading state until a song loaded with www.GetAudioClip() is ready to play?
I use www.GetAudioClip() to get a song and play it when my Android mobile game starts.
My issue is that it takes a 3-second delay to play the song.
My idea is to ...
2
votes
1answer
117 views
Sound and Unity 5
I want to work on sound in games, but I don't have any experience in scripting, only in sound design for film. Some friends that do know scripting are starting to learn in Unity 5, and my part would ...
2
votes
2answers
604 views
How to handle sounds muting in settings?
I have a easy and specific question.
Let's say that in my game I use singleton for playing/pausing/changing volume of specific sounds (SimpleAudioEngine in cocos2d-x).
What is the best way to ...
2
votes
1answer
1k views
Sounds overlapping when playing too many at the same time
I am pretty novice when it comes to game sound management, so excuse my ignorance.
I am having an issue when playing too many sounds at the same time where some sounds stop playing, or doesn't play ...
2
votes
1answer
646 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
1answer
591 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
722 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. ...
2
votes
4answers
3k views
How to play a sound by C# that is linked to the object with AudioSource?
I trying to play a sound while the player is ontriggerenter. The sound is linked to the object with a AudioSource component. But notting happened.
...
1
vote
4answers
244 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
2answers
3k views
How do I handle collision sounds with many objects?
I have a game where I am dropping blocks onto a wooden platform. The idea of the game is to stack them whilst keeping them balanced.
The blocks fall from a height. Sometimes they land on the plank, ...
1
vote
1answer
2k 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? ...
1
vote
1answer
1k 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
202 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
112 views
Managing audio in a RTS - when do I play sounds?
Building an RTS I have several hundred units on screen at one time.
Whenever a Unit attacks/gathers something, I want to play a sound (if camera is close enough).
My question is, how do most RTS ...
1
vote
1answer
90 views
How can I simulate a “Hot Swap” betwen Audio Clips?
I have a Unity project with 3 separate looping Audio Clips and a single Audio Source. Based on certain events, I swap between which of them are playing.
This works fine, but whenever I swap between ...
1
vote
1answer
475 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
11k 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 ...
1
vote
2answers
923 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 ...
1
vote
2answers
90 views
Add a sound to all the buttons in a project
Is there an option on the texture_button or something like that where you can specify a sound to be played on button-press. I have created a global sound_manager but for the button presses, I have to ...