First, read these questions:
Where can I find free sounds for my game?
How are sound effects made?
Game Sound Effects Availability
What are good sites that provide free media resources for hobby game development?
Where can I find free music for my game?
Second, there are so many musicians and sound designers of all skill levels (and expecting various ...
There are many sound banks on the Internet providing sound effects or musics for games. It can be free or not, in all formats and quality you want. An example: Findsounds
You can mix those samples, or modify them to create new sounds. A fridge sound can be transformed in a spaceship laser sfx. Some softwares are quite easy to use to do that, such as ...
When you are asking for "all the rights", then you need to ask youself if you really need "all the rights". I don't know your long-term business plan, so I don't know which of these rights you actually need:
Use the music for your current game (ok, that's obvious)
Use the music for any future games
Be the only one who is allowed to use the music for a game
Sure you can, it's just not trivial to get it sounding "nice".
I don't know how to do it in Linux, but if you can play a PCM buffer, all you have to do is fill it with whatever you want.
So supposing your buffer is set to play in monaural, signed 16-bit samples, at 44100 samples per second, creating a pure (sinusoidal) A4 sound (440 Hz) is as simple as
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:
I don't think a path finder is necessary, just ray cast to each AI in the area, if there's a wall in the way, they don't hear it. This would work best with some sort of scene graph + spacial partitioning
1) Assumes that both objects are moving on the same line - (this is explained in the wikipedia page you linked) your conclusion is correct, in this situation, with constant velocities, the frequency shift is constant. For the frequency shift to change, the relative velocities need to change, hence formula 2), for the situation where Vs is constant but not ...
In the Scene view, you will find a little toggle, near the 2D toggle, at the right of the lightning toggle (with a little sun icon).
Try to uncheck it to mute the sound in the scene.
Otherwise, in the Game window, you have a toggle called "Mute Audio", between "Maximize on play" and "Stats" toggles, just check it!
If you want this toggle to be turned on ...
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.
Do playtesting and see how the testers react to it. Possible complains the testers could have:
Unnecessary or even misleading voiceovers distract from the gameplay
Bad or inappropriate voiceovers break immersion
Voiceovers which are repeated multiple times become annoying.
Important voiceovers aren't understood because the player is distracted when they ...
I'm not an expert on this field, but this is what my intuition tells me, both from a technical and from a more subjective point of view.
From a technical point of view, in order to preserve quality, you should start by authoring your audio files as loud as possible but making sure not to exceed a certain volume threshold which would induce ...
I decided to give this problem another try today and finally managed to load an OGG file at runtime into a SoundEffect object. Here's what I did! First download the library below which contains a class capable of decoding OGG files:
Prerequisite - Download library
The library already has an example, but it uses ...
It seems like a reasonable idea, do remember though, this is a gameplay feature, don't make it more complicated than what is required for gameplay.
I'd change your scheme to have the sound spread immediately, as that is probably easier to program and seems more consistent with the fast spread of real sound.
This is essentially a pathfinding problem, and it'...
Seems strange to pick apart on just the fact that you could hear sound. There's a good deal of things that many space games do that doesn't relate to reality:
Maximum velocity even with sustained acceleration
Faster than light travel
The stresses of extreme acceleration are ignored
and so on.
The point is to remove ...
I'm not familiar with SharpDX but I know a bit about the native xaudio C++ API.
You can't call DestroyVoice() in a callback at least in the native API which I assume StreamEnd delegate is a just a thin wrapper for OnStreamEnd() callback in the native API.
A workaround may be queuing the sourceVoice to a "deleteList" in the OnStreamEnd callback and deleting ...
In a game, music would be the a way to play background music and sound the way to play sound effects (ej. jumping, firing, etc).
Music is a special streaming channel of the Mixer. This means the file is streamed from disk in small chuncks and not loaded at once.
Pygame only supports one Music at a time but you can have several Sound objects playing at once,...
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,...
This is a line-of-sight problem in disguise, and if your walls are vector based you can apply mechanics typically used for realistic lighting to it. If not, you can vectorize them and apply the same algorithms.
You have sound sources and listeners, and you can think of walls as casting "sound shadows."
For refractive sound (around corners, down halls)
When you say 'synthesis' do you mean pure analog/additive/FM synthesis from scratch, or would a sample-based approach be acceptable? If you can't use combinations of real-world audio samples then this is more complicated process. Trying to generate truly realistic sounds through synthesis isn't the standard way that most game/virtual instruments/sound ...
Looking at the documentation of PlaySound() on MSDN it states:
The SND_ASYNC flag causes PlaySound to return immediately without waiting for the sound to finish playing.
The conclusion from this information, although not explicitly stated there, is that PlaySound() waits for the sound to finish playing, if the SND_ASYNC flag is not specified. Therefore ...
Most of the entries in the Game Programming Gems series of books have an entire section dedicated to audio programming. For an overview of some of the topics covered, check the following link:
The list is not complete, as it lacks the entries in the 7th and 8th books, so cross check it with the complete table of ...
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 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 ...
I'm pretty new to LibGDX but I don't think it would be too hard to implement your own version of a "master volume" - just have a float variable called master volume and then use it whenever you play your music and edit it how you please.
public static float mastervol = 1f;
//playing your sounds
Are you using android.media.SoundPool or another library?
Core Media Supported formats: http://developer.android.com/guide/appendix/media-formats.html
Peter Drescher on implementing sound in Android games via FMOD:
He also did a presentation at the most recent AES ...
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 ...