23 votes
Accepted

Is it reasonable to ask for all rights for music when hiring a musician?

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 ...
Philipp's user avatar
  • 119k
16 votes
Accepted

Is there a term for the sounds that play when text is printed out letter by letter?

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 ...
DMGregory's user avatar
  • 134k
9 votes
Accepted

Mute sound in editor in Unity

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 ...
Hellium's user avatar
  • 2,949
9 votes

How can I make explosions sound more harmonious?

A sound designer once showed me an interesting psychological phenomenon about synchronizing foley for footsteps (which I'm sure has a name that unfortunately I've forgotten). They said that if you ...
DMGregory's user avatar
  • 134k
6 votes
Accepted

PlaySound() Lags opengl c++

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 ...
Striezel's user avatar
  • 178
6 votes
Accepted

Unity - 3D Sound sounds weird if audio listener is moving fast

I found the reason for this. It is a setting called Doppler Level. After setting it to 0 it sounds normal even if the audio ...
Black's user avatar
  • 621
5 votes

Add a sound to all the buttons in a project

This can be done using an AutoLoad script that connects to the "pressed" signal of all buttons in the tree. Create a UISoundPlayer scene which consists of ...
Jummit's user avatar
  • 321
4 votes

How to get the loudness of the real world environment using the device's microphone in Unity?

As mentioned by Philipp, The Microphone class is indeed what you want to use. The AudioClip that it produces is your audio ...
Stephan's user avatar
  • 1,728
4 votes
Accepted

How can I reduce the file size of my Unity build that contains lots of audio files?

According to the documentation, Unity will re-encode any audio file you import into it anyway, so the compression of the source files isn't that relevant. And every time you re-encode an audio file in ...
Philipp's user avatar
  • 119k
3 votes
Accepted

What is the default audio bitrate in Unreal 4?

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 ...
CKLucifel's user avatar
3 votes
Accepted

How to use Resources.Load with an AudioClip in Unity?

Resources.Load() requires that you have a Resources directory as a chils of the Assets ...
Leggy7's user avatar
  • 1,454
3 votes

Is it reasonable to ask for all rights for music when hiring a musician?

"All the rights" is rather vague. Many intellectual property rights are applicable and even though this subject is covered by widely adopted international treaties, laws vary around the world. Some ...
Marcks Thomas's user avatar
3 votes
Accepted

What are things that you look for when hiring a composer to make music for your games?

The problem with stock audio is that they are often overused. It can be very confusing for a player when they hear a piece of music in your game which they recognize from media related to a different ...
Philipp's user avatar
  • 119k
3 votes
Accepted

When do you need to add sound effects?

Would it be too early to add them now if the game is not completely done? You can argue this about anything. It is too early to add XYZ because the game is not completely done. Well, the game is not ...
Theraot's user avatar
  • 26.6k
2 votes

How should player be able to hear 2D spatial sound?

I would say it works best if you can hear things that are just outside the screen too. This helps in creating the illusion that the world continues outside the screen. Try to set it up so that the ...
mrxstudios's user avatar
2 votes

How do you use SoundManager for multiple player games over the network?

This turned out to be much easier than I imagined. Don't know if this is a best practice, but you can just attach the sound manager to an empty game object and get a client instance of it via ...
lingz's user avatar
  • 151
2 votes

Is there a term for the sounds that play when text is printed out letter by letter?

In addition to the other answers, this 'grunting' is used to simplify game localization. This way the developers don't have to hire voice actors in every supported language, and manage those different ...
Doug.McFarlane's user avatar
2 votes

Is there a term for the sounds that play when text is printed out letter by letter?

There's no specific word to describe this particular effect. On the other hand, we can think of printing words letter by letter and playing a sound for each letter written as a typewriter-like ...
liggiorgio's user avatar
  • 4,671
2 votes
Accepted

How do I handle collision sounds with many objects?

...
nerk's user avatar
  • 136
2 votes
Accepted

I'm not hearing any sound even though its picked up by audioSource?

Could be that since you're having the audio play every frame that it's constantly restarting the clip making it sound as though nothing is being played.
user116678's user avatar
2 votes
Accepted

LibGDX play sound when hovering button

I'm assuming you want to play the sound only once during the whole time of the hover. Since SoundManager does not track sounds it plays, you want to set a flag preventing from playing the sound twice....
Sebastien Servouze's user avatar
2 votes
Accepted

How can I display a loading state until a song loaded with www.GetAudioClip() is ready to play?

This can be done with a coroutine you start by calling StartCoroutine(LoadSongWithLoadingScreen(songURL)); ...
DMGregory's user avatar
  • 134k
2 votes
Accepted

Standard decibel range for sound effects/music?

There's no easy answer. Just use your ears and adjust to suit. Computer audio formats allow you to reduce the volume of your audio clip but they cannot be increased indefinitely. Typically the ...
congusbongus's user avatar
  • 14.8k
2 votes

Play a sound on button click before loading the load scene in Unity3D

SceneManager.LoadSceneAsync() might be of interest to you, it lets you do lots of cool things such as loading screens and more before a scene completes loading and ...
AnarchyFox's user avatar
2 votes
Accepted

Managing audio in a RTS - when do I play sounds?

Yes, every event causes an audio source to play. But if you just naively play sound effects in an additive manner, then it is hard to get the volume right so that one unit can be heard but 100 units ...
Philipp's user avatar
  • 119k
2 votes
Accepted

How can I come up with unintelligible spoken speech like what can be heard in The Sims?

what I'm searching for are voice samples where a single person says something unintelligible (like in The Sims) or simply noises like "hum", "oh?". How could I come up with ...
Theraot's user avatar
  • 26.6k
1 vote

Gamemaker Studio 2 html5 game sfx influence background music volume

My problem was caused by many bullets that were all fired at once with each their own soundeffect. All these sound effects together caused the problem. Now I only play the sound once and the problem ...
RomeoTheWizard's user avatar
1 vote

Precision timing in Unity3d

Yes, You can use multi-threading which is not recommended in many cases but it can be used if threads are managed correctly and made sure that Unity API is being called from main thread only. Read ...
Umair M's user avatar
  • 236
1 vote
Accepted

Playing Audio Source in Unity 2d game on destroy

It looks like this code expects the audio source to be in two different places: GetComponent<AudioSource> says the audio source is on "this" object, the one ...
DMGregory's user avatar
  • 134k

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