TV Tropes calls this Voice Grunting:
Voice acting is ubiquitous in video games today, but in the old days,
when budgets were smaller, sound hardware was more basic, and
disk/cartridge space was limited, developers had to resort to text. In
games where story was emphasized, they figured some of the drama was
lost when a potentially emotional scene ...
From your question, it sounds as though you have no problem designin/acquiring sound effects, and just need to understand implementation approaches.
How would you organize and use sound effects?
There's one major principle you need to understand when it comes to game audio which is obvious in hindsight, but not everyone gets on their first approach:
This is probably the solution for most of the clicking sounds from OpenAL-Soft library.
Might be too late after more than year for the person who posted the question but might be useful for others who end up here through Google.
I had the same problem of hearing clicks at the end of loops so I tried to figure out where it is coming from.
While trying ...
Found the answer myself :)
Apparently you have to do this:
SoundEffectInstance qwe = yourSound.CreateInstance();
And that state will contain... well, the state of the sound.
Also SoundEffectInstance countains bunch of other useful data.
I would like to add my bit of experience here as my major degree and expertise is in sound design. The best decision you could clearly have is to hire someone with experience in sound designing (and will probably have a portfolio with sounds made for games with the same graphics aesthetics as yours).
The other way around will be for you to record and edit ...
In reality, our hearing is adaptable. Just like our vision adapts to different light conditions by becomming more or less sensitive, our hearing adapts to different noise coditions. Unfortunately this doesn't work as well for computer audio output.
But you could simulate it. When the game gets particularly noisy, reduce the overall volume down to a bearable ...
You've stored your SoundEffectInstance as a local variable. Which means that it will go out of scope when your LoadContent method exits.
When the garbage collector runs, later, it will notice that nothing is referencing your SoundEffectInstance - so it cleans it up. This, of course, stops the sound from playing.
The fix is simple. Simply move the variable ...
Do it via events.
Spell begin is an event. Start playing the sound for that event.
Enemy getting hit by spell is also an event. If the enemy is further away and you Throw a dart, for example, you only play the second sound (dart hitting) once the dart reaches the target (if you consider Throw as a spell).
If you need to tie it to a frame (so for example,...
You can access any object in your hierarchy by searching for it:
GameObject soundObject = GameObject.Find("BackgroundSoundObjectName");
Then you're likely going to want to access the AudioSource component:
AudioSource audioSource = soundObject.GetComponent<AudioSource>();
Then you can use the Pause() and Play() methods of the audio source to ...
The typical method is to have a sample with loop points in the middle. It loops for as long as necessary then it can cross-fade into the end of the sample when it is supposed to stop. To do this, you need to know the loop points within your sample, and know where the end section of the sample is, and you need a sound library capable of doing these operations ...
That's a really great question. I used to wonder the same thing which is one of the inspirations of my webpage:
Game Creation Tools
Its lists a variety of DIY tools to help in the game creation process plus they are all free! (Including Texture creators, 3D modelling tools, sound effect generators, skybox creators and more.)
Now to answer your question ...
Don't really think there's a name for either the "blue chakra rising" or the "zoom in on eyes" effect. From what I can tell, the first is a waveform (maybe saw or triangle) that has a high pass filter with the cutoff frequency being swept up.
The second sounds like it uses a multi oscillator with a triangle/saw waveform and a noise wave which again uses a ...
This problem is usually a sound design problem, not a coding problem. These problems occur mostly because of insufficient use of random variations in sound samples.
You should first make sure you are using a pool of different recordings of the same sound and play a random one each time you fire a bullet, or make small random variations of the pitch on the ...
Harmonizing the soundscape is another level of polish you can apply to your game, and it works like this: If you're going to be playing a lot of the same sounds over and over, and most action games need to, you don't want it to get annoying. So you fine tune the sounds so that they don't clash but still sound pleasant, or even musical, when played together.
Unity provides you with Collision.relativeVelocity
The basic example inside the documentation already solves one of your problems: Don't play a sound, when the collision occured with a low velocity by using a threshold. This prevents small unwanted turbulence inside the physics engine ...
One thing I've realized since I asked this question is that including multiple sounds for the same effect goes a long way toward making SFX more pleasant.
For example, making 3 or more "Ouch" sounds for the same character, since in the real world no one will ever sound the exact same, even if they are saying the same thing.
Leave at least -3dB headroom for your sounds. In your case it can be -6dB or more. This way you will get rid of the digital distortion caused by reaching the maximum capacity of how a sound can be represented digitally.
Apply a good randomization or use sufficiently big enough number of recordings of the same sound.
Ask the question that "Do playing that ...
A) Yes, fake it
Don't synchronize each bullet with a single shot sound. Rather play one sound having multiple shots in it as long as you are shooting. As long as your damage and impact effects code is setup properly nobody is gonna see any difference.
The brain tends to hear with the eyes, in speech it is described as the McGurk visual effect, but it applies to any sound.
Foley artists make use of this illusion in movies, to trick the brain into thinking the sound heard is produced by what we see, even when it is actually being produced by something entirely different.
If the user sees a different ...
You need to downsample your source audio file.
Digital audio is stored as a series of "samples" ("samples" of what a microphone "hears"). There are 2 aspects to sampling: sample rate, and _bits used per sample_. High quality audio is captured at something like 44100 samples per second.
Each sample is just a number though, so that's where "bits per sample" ...
For 1.: Papaengine, was used to make the game you've linked (Papa Sangre). The engine claims it's "the only true real-time binaural audio engine for iOS!", so they seem to be rather limited. Though, I wouldn't think iOS would be the best choice for a FPS.
There is this article from GarageGames that claims that FMOD is available for the Torque engine. Where ...
If it is background music, then I suggest keep it stereo.
If they are sound effects (like jumping, shooting, etc) then keep them mono. It doesn't make sense keeping shooting sound stereo. Instead mono sound should be mixed to stereo depending where on screen does your character currently is located. For example, if it is at right screen edge - then the ...
All assets, including, but not limited to, sounds in Unreal Tournament 2004 are the property of Epic Games. Unless you obtain explicit permission you cannot use any asset from UT2004 in other games. I do believe you are allowed to use the assets to build maps and mods for UT2004, as long as the mods is not sold for money. You should consult a lawyer to be ...
I think what you're looking for are 8-bit vocal synths, an example of which can be found on the following page:
Also a comment on the page suggests that http://www.blastbay.com/ produces software that will let you generate your own custom sound files producing this effect.
Unreal Engine 4 currently supports importing uncompressed little endian 16 bit wave files at any sample rate (see the chart below). For best results, it is recommended that sample rates of 44100 Hz or 22050 Hz be used.
Here is the link to the documentation if you'd like to read more:
I used a web based version of sfxr to create some generic sounds (menu cursor move ,select, abort etc.). SFXR is a tool that creates simple 8bit like sound effects. You have multiple templates (shoot, coin ,item pickup etc) that create sounds based on some randomized values. You can change all the values, mutate a sound or randomize all parameters to get ...
Moving the cursor should not create a sound. What you probably mean are sound effects that are being played whenever the cursor hovers over an important area (clickable elements within the game).
You're right, the sound effect should be really subtle. I think you'll get the best results if you search for button rollover or blip sound-effects. Here's an ...
It's a balancing act. If you're trying to save memory, package size or processing time, lower quality mono sound is better. And of course, the acceptable quality is entirely up to you to decide if it's acceptable enough.
However, I believe you might be missing some use cases. Keep in mind that people can attach their mobiles and tablets to: