#🔊┃audio

1 messages · Page 15 of 1

half wraith
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A couple of ways -
One - use a loop and then trigger a one-shot sound when the player releases the trigger. This is quite common in shooting games with high fire rate weapons such as gattling guns. If your rate of fire is extremely high, this will be the better option.
Two - Raise the priority of the audio source - assuming that the fire sound will be quite prominent, you can risk losing other audio whilst the auto fire is on.

Out of interest: what is your rate of fire and length of audio clips?

obsidian harness
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I was able to reduce the size of the clips
I basically just manually changed them to around 8000Hz. It more then halved it’s original file size

half wraith
obsidian harness
half wraith
obsidian harness
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Well guess it doesn’t matter anymore now that the project has been ruined

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Tried to download an updated SDK. Deleted the old one and imported the new. The window to publish the project no longer pops up, and there’s 202 errors.

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I give up on life.
Two months of work, down the fucking drain.

nocturne junco
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Sound played through an audio source seems to be "everywhere", can't seem to get the settings to change that 🤔

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Max distance doesn't seem to affect it

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No matter where I stand relative to the source it just sounds like it's non-directional

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And no volume change with distance

half wraith
nocturne junco
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Ah thanks 🙂

mint nebula
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this is attached to main camera

static sail
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bosca ceoil is not letting me download

nocturne junco
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It seems that sounds played through Timeline do not respect the pitch settings of the Audio Source component from which they are played... how do I control the pitch of a Timeline-played sound? Hmmge

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Okay apparently Speed Multiplier in the timeline event works, however I need to change this programmatically Hmmge

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I can't seem to find my way to editing that value

half wraith
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Could be wrong but I'm not sure that's possible as Unity would need to rebuild the playable director which it can't do in realtime. From what I gather, pitch in Unity is altered by playing the clip at different speeds (as you've seen from speed multiplier) - therefore doing this in timeline (linear based time) is not practical. What are you trying to achieve?

devout sail
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Hey everyone, I've looked at the pins for audio optimization but the audio is still lagging the game, I used the Audio Manager tutorial from Brackeys, all of the audio sources are on one object. I made all of my sound files wavs

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I'm sure I'm not setting it right

lyric sky
wraith island
#

Looking for advice: I have a circular sawblade in my game that is moving (e.g. up to down if vertically). I'm looking for a sound to match it.

I'm currently using an actual sawblade noise, but the game is more "family themed" and the sawblade sounds too "serious".

Anyone got an idea of what I can look for in terms of sound, for a circular saw, but in a more fun way?

jolly scarab
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I have some experience with audio so I was thinking about this in this perspective , that said , you can -

1 . chop the sample in small bits and place then close together to get a choppy sound .
2. remove the high end or the high pitched sound from about 2000Hz to 20000Hz with help from an audio equalizer .
3. Maybe reduce the quality of the sound (bits and samples) - sounds really good for pixel type graphic games.

sand yew
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you don't really need advanced music for every game. Just something simple to fit a mood works just fine

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something simple that loops decently well

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looping is the key factor unless you want a real real long song

pearl sphinx
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Hey, just ran into a problem I've never had before. Anyone experienced the audio source being silent or playing a high pitched short noise the first time being played? Any suggestions?

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PS: Unity being 2020.3.17.
Couldn't find anything that answers that question on the net, maybe known issue?

turbid slate
tough sigil
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is this good boss music im still working on it

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and is mp3 or wav better

deep forge
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any tips for making car sounds in unity? PS I'm going for realism.

thorn spade
turbid slate
meager rain
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hi, is there a way to only play the reverb of an audiosource, excluding the original sound?

turbid slate
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like an exported audio file right?

meager rain
turbid slate
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hmm

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in fl studio u can add that audio clip first to the mixer then add a reverb, then u can either add an automation clip of the full reverb VST without interfering with the original audio, or any particular effect of the revrb too

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both can be done without making any changes in the original audio

meager rain
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okay but is it doable inside unity?

turbid slate
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uh no

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i was talking about fl studio

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i have no idea how to do it in unity

weary cloud
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What do you think, which is they best Musik making program for Idee games?

meager storm
meager storm
meager storm
meager rain
meager storm
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zones are the easiest to solve ..

  • assign the audio source you want "reverb return only" to a mixer group
  • set that group volume to -80
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mixers group volumes are DSP process meaning that they do not scale audio source volumes , the reverb zone send is set at the audio source , turning the mixer group down means you're turning the original "dry" signal down

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this is an exploit of how the mixer works but there's nothing 'bad' about doing this , ideally what unity would have done is give us a bool to "scale audio source volume" for each mixer group then we could have chosen how that behaves with reverb zones

meager rain
hard cypress
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anyone knows how to make engine sounds not loop? i am using the standard car controller from unity, and their default car sounds doesn't loop at all, when i add mine they do

hard cypress
bold salmon
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That wasn't your question, why do you have to bait like that lol.

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It's impossible to tell without digging into how Unity implemented their sounds and how you implemented yours. Compare your audio sources.

hard cypress
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but its still looping anyway

feral wren
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Anyone have experience with fmod?
I've followed the integration tutorial but it only used Studio Event Emitters. I am wondering how i should design the events for this character, since i've already got it working with audio sources and c#
It has:
-Oneshots for walking, actions like kicking doors, etc
-Loop that fades in while a certain value is true, fades out with a pitch down when value deactivates
I'd like to apply reverb and lowpass filters to all of these sounds at once, per character for audio occlusion.

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So would I apply the occlusion lowpass effect on the mixer, or would that affect all characters using that event type?

hushed junco
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@ Anyone ... Is it too costly to add multiple 'Audio Sources' to the player object? Thinking of adding several sources, one for each sound grouping like ... footsteps (texture driven), body (hit damage), Actions (healing, reloading, changing weps), Uterences (talking), etc. ... so that multiple groups can be playing at the same time (I'm healing while yelling for help, running, & getting hit again) ? Or is having multiple Audio Sources relatively inexpensive?

stuck frost
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If you're going to use FMOD disable Unity's audio engine. Remove all Unity Listerners and Audio Sources replace them with FMOD

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Any effects you apply on the mixer will affect all instances of the event

stuck frost
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With FMOD you don't need to worry about attaching thousands of audio sources and audio clips, it centralizes all your audio files on a bank that you can call from any script

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It is perfect for what you're trying to do

hushed junco
stuck frost
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Oh I'm sorry. I must have misread the channel description

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I thought it said: discuss anything related to audio

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With that said, good luck

hushed junco
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That being said ... FMOD does look good 😉

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Thanks for that 😉

feral wren
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It looks like id want to put the players footsteps on a single FMOD event instead of using oneshot, mostly because i want to fade the sound around corners with an EQ per object with this emitter. Is this the ideal approach?

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I dont like the idea of setting the EQ value then playing a oneshot, as it doesnt show changes to the sound after it starts

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Would simply re-calling instance.start() repeatedly without calling instance.release() til the object is destroyed be fine?

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Calling instance.start() seems to cut off the current sound and restart it all, what should I do here if i want to trigger a sound multiple times on the same event like a oneshot?

green roost
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You need to create and start a new instance if you need the new sound to overlap the old one.

honest hearth
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Hey I have a weird problem, while using a pitch shifter on the music audio group, as soon as the source starts playing I can hear a loud pop sound (sometimes louder sometimes quieter), without the pitch shifter it never happens, has anyone experienced anything like that?

vague swan
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im not sure where to post about this but im new to Unity so forgive my noobiness. How do i make my volume sliders work with UIElements. All i find is volume sliders using the UI lib. They work differently and idk how to get my 3 volume sliders to work properly. I am trying to get a Master, Music, and Sound volume slider working but i need to figure out UIElements.

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Do i need to use the mixer because I have no experience with the mixer settings.

silent hazel
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its like

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good or something

turbid slate
stuck frost
past lance
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Hey everyone, Im having serious trouble with sound in unity, the specific audio is extremely lagging over time on my enemy AI, but this only happens with Spatial Blend set on more than 0, if its set to 0 which is plain 2D sound, it never lags or anything, and when is set to about 0.8 it lags extremely, has had anyone same trouble ?

past lance
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OKAY, finally fixed it, if anyone having same issue, having a lagging sound on setting Spatial Blend on more than 0, its because of having different animation speeds on the character, and when you set Spatial Blend on more than 0, it starts to affect the AudioSource speed as well, so what I did, was I made AudioManager that was NOT a children of this character, and then you can call where you want to play sound FindObjectOfType<AudioManager>().Play("YourSoundName");
Cant believe this bullshit took me week to find where is an issue, hope it helps anyone

winter abyss
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half and half here with code. I am trying to use Nvidia Broadcast virtual mic (every other game and software uses it fine). But for some reason, Nvidia Broadcast set as mic puts Unity into an infinite loop and never actually set the mic - completely breaking Unity in one way or another

    public void SetMic(string mic) {
        micAudio.clip = Microphone.Start(mic, true, 10, 44100);
        micAudio.loop = true;
        while (!(Microphone.GetPosition(null) > 0)) { } //Reduce latency?
        micAudio.Play();
    }
meager storm
meager storm
meager storm
honest hearth
meager storm
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the pop sound is probably a DSP buffer you can't do anything to prevent that it's a backend problem

meager storm
# past lance OKAY, finally fixed it, if anyone having same issue, having a lagging sound on s...

If your audio source doppler setting is not '0' then Unity changes the speed / pitch based on distance . that speed / pitch change isn't exposed or transparent to the designer in the inspector it happens in the guts of the sound engine. Your only control over it is 'doppler' . It's supposed to emulate the speed of sound but has very limited practical applications. I recommend only using doppler '1' in very specific cases.

past lance
meager storm
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wow ok yeah then that's not expected at all

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here we use 3D sounds all the time there is no sync issue

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well I mean they sync very close , but we key shorter sounds to animation frames so if something is htting the game frame rate the audio doesn't go badly out of sync

marble cliff
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Hi im looking for some help, currently when i switch between scenes in the game im working on using FMOD most of the audio doesnt work anymore except stuff using onEnables any clue as to why it isnt working? (the audio works if I start in the scene but it doesnt if i do the scene switch)

hollow current
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Hey! I am trying to implement realistic audio occlusion in my game (so if the sound is coming from a room next to you then the player hears it as it is coming form the room and the sound isn't just coming through the walls like the walls aren't even there) and I was wondering if any of you have any good tool recommendations that I should look into?! (I've found FMOD and Wwise so far)

vapid flame
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Hi guys, maybe this is a bit too much on the audio side but I wonder how you would implement music in a rythm-based game.
I've stuff that moves with the beat of the music, would you record a track at a specific BPM, play it and start a Signal-Generator that sends an event with same BPM?
Or would you sample all necessary sounds and create dynamic music inside Unity?

ember turtle
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I only say use a plugin because they will have a suite of options for you, but there's a good chance it wont be free. Otherwise, I think your idea would be fine! Give each track a BPM metadata and whatever is synced to the music is subscribed to your "Signal-Generator"

vapid flame
ember turtle
vapid flame
stuck frost
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added a bit more to my track. it needs more sound balancing tweaks and more extensions here and there

ember turtle
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If you're specifically trying to add instruments in realtime depending on a variable from Unity, I can vouch 100% a system like FMOD is helpful

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There is a small learning curve, so I'd recommend giving yourself an hour to learn the basics

ember turtle
stuck frost
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going for Fzero ish vibes

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with my own tastes of course

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@ember turtle this track hasnt gotten much attention when it comes to mastering the volumes and such and making it sound cleaner yet but its an after race sorta vibe.

ember turtle
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What synth are you using for the quickly repeated pluck?

stuck frost
ember turtle
stuck frost
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Ive always been self taught so the music is always a big adventure

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kinda like "how do I make it sound this way" so I just keep messing with it until something cool happens XD

vapid flame
silent hazel
limber siren
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Hey, whenever i click on this btn, i wanna play audio. I first created an audio obj that contains the audio. Then on the button i added an on click. Now on MainCamera, ive turned audio listener off. When i keep it like this, it says that there always should be 1 audio listener in the scene. So, when i check it again and the start the game, I directly hear the audio before clicking the button. How do i fix that?

long sparrow
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What is correct way to play sounds for UI? So it's not affected by position

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Is there some sort of static audio class?

runic owl
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Can you have more than one mixer in Unity, as opposed to more than one control group? I'm building a settings UI and I want to treat background music and item pickup sounds differently. To handle both, I created a "music mixer" and a "sfx mixer". The UI, and sliders, both work, but only the data from the first mixer gets saved (and loaded) via PlayerPrefs. However, it seems that only my music settings are being saved at the UI. Thoughts?

stuck frost
fiery igloo
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I'm building a player controller using Rigidbody and an AudioSource keeps getting added to the player entity. Is there some automated system in Unity that is doing this?

gray tree
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Does anyone need music?

bold salmon
gray tree
bold salmon
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If you keep at it, you'll not be allowed to post here.

bold salmon
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👍

latent wedge
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Does anyone perhaps know where I could find the sound of someone walking on wet carpet?

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Its highly specific I know haha I just cant find specifically wet carpet online I can only find footsteps on dry carpet

gray tree
latent wedge
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I was hoping someone on here might have already created this sound

zinc turret
minor arrow
gray tree
latent wedge
ripe holly
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hey guys i have a radio and i want the noises to only be heard when your like in 1 or feet radious of it,what would be the settings for it

craggy glade
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How do format my code approapriately to paste here in the server?

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I have it set so that various objects play from the AudioSource object via public methods written into the object script. However I can't seem to change the volume even when adding a general volume float var for every method to use when instantiating it's own audio source for the audio clip provided upon the method being called. So it won't go any louder no matter how high I make it. I tried making the SFX instantiate themselves right where the camera or player is but to no avail. Setting my general vol var to 0 works but I cannot make it any louder than 1

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`using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;

public class AudioController : MonoBehaviour
{
//[SerializeField] float volume = 1;
[SerializeField] AudioClip coin;
[SerializeField] AudioClip brickBreak;
[SerializeField] AudioClip jumpSFX;
[SerializeField] AudioClip fireBallSFX;
[SerializeField] float generalVol;
Vector2 playHere;
//Each public should need a float when called upon. Object volumes will be determined in each individual object script
public void CoinSFX(float volume)
{
AudioSource.PlayClipAtPoint(coin, playHere, generalVol);
}
public void BrickBreakSFX(float volume)
{
AudioSource.PlayClipAtPoint(brickBreak, playHere, generalVol);
}

public void JumpSFX (float volume)
{
    AudioSource.PlayClipAtPoint(jumpSFX, playHere, generalVol);
}
public void FireBall(float volume)
{
    AudioSource.PlayClipAtPoint(fireBallSFX, playHere, generalVol);
}
//try just making one method that plays whatever SFX is supplied to it and have the SFX attached and supplied from the object that calls it themselves
private void Update()
{


    // transform.position = FindObjectOfType<PlayerMovement>().transform.position;
    //playHere = transform.position;
    playHere = Camera.main.transform.position;
    // Next time make it so that the objects calling upon these public methods provide their own transform
}
public void Start()
{
   
}

}
`

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Feel free to ping me...

silent hazel
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i make funky vgm tune

green roost
acoustic shadow
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I'm getting a super high pitch sound at the end of my audioclip

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I'm using PlayOneShot() to play the sound

candid hemlock
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I have multiple AI in a scene and they are constantly shooting guns at each other, the problem is that the gunshot audio is overlapping eachother and it sounds like earrape, does anyone know any techniques i could use to make the audio mix better and sound less crap?

halcyon citrus
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I have a script on a character that does a raycast to you, so that if it hits an obstruction, it adds a low pass filter so that the clip sounds muffled through walls and stuff. But I feel like this would be extremely wasteful, doing raycasts from every single audio clip, every frame. Is there a more efficient workflow?

grim spire
#

Does anyone have any tips for using FMOD with DOTS? (asked in the dots channel, too)

halcyon hawk
#

What software do people use to create sound effects? Audacity? A DAW?

ionic gull
#

fl studio

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well i use it

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its really just a matter of preference

silent hazel
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(its only 3 songs and theyre p short but hey im proud)

fresh cosmos
#

Hi everyone, I'm looking for an audio spatializer for a non-VR game. Does anybody know any good one?

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I've tried Google's resonance audio, but it was a bit buggy and deactivated the audio mixers randomly :/

grizzled elm
silent hazel
grizzled elm
#

Damn. COol!

nova sleet
#

Hi, first time really ever using audio in Unity, and it's specifically background music. I have an object playing an MP3, that's all good. However, I'm wanting it to play a random assortment of tracks. Actually coding that should be easy enough (probably chuck the audio clips into an array, randomly generate an indice etc.) but I wonder if there's any good practice for when you have many longer audio tracks, particularly since I'm kinda aiming for this to be a webapp kind of deal

silent hazel
#

whaa thank u

stuck frost
#

Guys, if your game is loading really slow and you have a lot of audio files, Set the "Load Type" on the Audio Clip to "Compresss In Memory"

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The difference is night and day.

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It is like the only thing that worked for me.

robust radish
#

thank god 2hu is public domain, my fever dreams would never be a reality without it

stuck frost
fathom rock
stuck frost
sweet flame
#

Why does my mp3 song stay as an mp3 file in unity, I cant add it to an audio source

raw sable
coral lodge
#

anyone know a good free sound library because freesound.org takes a full minute to load a new page + 10 seconds for each sound

coral lodge
#

for gunshots and footsteps?

viscid merlin
coral lodge
#

there a playlist of game sounds i should look for?

coral lodge
#

cool thanks

viscid merlin
#

@coral lodge np, use something like Audacity to trim audio as needed

hot mountain
#

hi can someone help me with my gun shot sound effect?

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I am making a game based on paintball and when I rapid fire shoot the gunshot audio gets messed up...

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cany anyone help

hot mountain
#

?

viscid merlin
novel lantern
#

Whats the best way to make an intro part of audio play once and the main part loop constantly?

hot mountain
#

Hi can I have help with audio, I have a semi auto paintball gun in my game but when I click fast with the gun the shoot sound gets super messed up... any fix to this?

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I want the sounds to overlap with eachother

stuck frost
#

You could do this:
AudioSource audio;
public AudioClip clips;

Then in your shoot function:
audio.PlayOneShot(clips);

stuck frost
hot mountain
severe eagle
ripe holly
#

ive tried all settings

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but i always hear

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it

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even tho its 3d

hushed cloak
#

For some reason, my looping audio source first plays once regardless of distance, then starts to depend on distance

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The settings

turbid slate
lucid spindle
#

what would be a reasonable technique for adding sounds to a steam-train, where the player can control the speed?

manic trout
lucid spindle
manic trout
#

Would it be worth it to set up a synthesizer in Unity to use midi if I'm going to need to otherwise use gigantic audio files?

mint dirge
#

Hello everyone. I've recently been getting more active on fiverr. I've been making mobile games for 6 or 7 years and I have been a musician for 20. If you need some music at a good price then hit me up. Here's my link. https://www.fiverr.com/s2/3b3725a5e7

candid hemlock
#

I have multiple AI in a scene and they are constantly shooting guns at each other, the problem is that the gunshot audio is overlapping eachother and it sounds like earrape, does anyone know any techniques i could use to make the audio mix better and sound less crap?

bold salmon
#

Look? This isn't a Unity question

obsidian hazel
#

Does anyone know why there is no audio playing despite the mixer showing up? Might be a setting?

keen pine
obsidian hazel
hot mountain
#

Hi I have a question
why when I play my audio and shoot fast my sound cuts out and goes weird? Is there any fix to this?

turbid slate
stuck frost
#

Hi, I need to figure out how to do custom audio in custom levels in my game. Right now I have 3 solution, and none of them would work on launch

  • Youtube solution: Allow users to download music from Youtube to use in custom levels. I wouldn't store any music, only Youtube URL-s and game would download them via my server (which converts Youtube URL-s to direct audio). It's kinda illegal though.
  • "Featured artists" solution: It's the solution that ie. Rhythm Doctor and osu! use. My game would have a list of artists who agreed to me having their music used in my game. Game would still allow music from Youtube with a warning that level may be removed if someone will report it. I would need to get permission from several artists (at start) which wouldn't work because my game won't be big as RD/osu! at launch so I don't believe that many artists would agree.
  • Website partnership solution: This is what Geometry Dash uses. I would have a partnership with some large website with music to use music on their website to use in custom levels. As with "Featured artists" solution, my game won't be popular enough at launch for any large website to even remotely consider something like this.

I was also thinking of not storing levels on my server at all, like Friday Night Funkin' and Stepmania do but I would need a large community for my game to have a some sort of community ran website for levels.

What are your solutions for having custom music in custom levels?

turbid slate
cursive bronze
#

has anyone done extracting audio from Unity before? like you record sound for a duration and you export it as a audio file?

cyan glen
turbid slate
glad lily
#

not strictly unity-related, but does anyone know how to delete an unused user parameter in fmod studio? you can find and delete them in the "preset browser"

stuck frost
#

dis is for an underground lake in meh game

thorny grotto
#

I need to replicate this shoot sound

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so i have SFX 😦

stone bone
#

Hi all,

I'm trying to figure out how to configure audio import settings here.

In the case of larger audio files, I'm thinking that PCM + Streaming might be a nice solution, for a game that's targeting mid-range PCs. Bloat the disk for minimal CPU/RAM usage, would be the goal.

However, I'm wondering, is this an okay strategy for HDDs? Is streaming from disk potentially harmful to the disk itself?

whole pivot
# stone bone Hi all, I'm trying to figure out how to configure audio import settings here. ...

No, this is not a problem at all. So much not a problem, and the amount of CPU and disk reading time so minimal, that you can use Vorbis, by default, for anything that streams. Save PCM and its usage for rapid fire sound effects that are short, and cache these by referencing them. Even slow looping sounds that are generic (like wind) you can stream and use Vorbis, and build up layers of it, too. You could probably, on a mid range PC, stream 50 Vorbis tracks at once, and not notice significant CPU or disk usage.

stone bone
stone bone
#

ADPCM seems to not do well with high frequency audio

cursive dagger
#

I'm creating an audio effect right now, what dB range is good for best quality and hearing?

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I'm normalizing to -15dB, but is that okay?

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Is it too low/loud ?

vale gorge
hot mountain
#

Hi I have a question
why when I play my audio and shoot fast my sound cuts out and goes weird? Is there any fix to this?

hot mountain
#

and i think the only reason this is happening is beacuse when I make my audio there is no delay in front of the clip, but when I put my sound into unity it makes a delay infront of the sound

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^^^ delay in front

cunning rain
#

Anyone here have any experience with granular synthesis?

#

I'm currently working on engine audio for a Unity port of a game, however each individual 'grain' causes clipping, presumably because no fade is applied. I don't understand the system enough to figure out how to apply fading, though

proven canopy
#

I'm getting a strange bug. I have background music playing - if an unrelated sound effect plays, the background music gets SIGNIFICANTLY quieter.

stoic shuttle
#

what is the best website for downloading sounds?(free)

hot mountain
#

can some one plz go in a call with me and help me

icy peak
#

can someone plz tell me whats wrong?

unique dawn
#

The "car audio" component is disabled because on the object where it is, there is no component wich derived from "vehicule base" component, you need to add a script wich inherit from "vehicule base" on the gameobject

unreal chasm
#

can someone help? the audio isnt playing at all

woeful sable
unreal chasm
woeful sable
#

Look at the Game window, click that Mute Audio

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To turn it off

woeful sable
unreal chasm
woeful sable
#

Np 👍

bold salmon
unreal chasm
stuck frost
#

Sound effect references from Echo of Soul MMORPG

#

I'm also looking for similar material, free or paid assets and tutorials to reproduce these looping sfx please ^_^

stuck frost
silent hazel
short umbra
#

can some one help me with adding a sound effect with a collision. ive been trying for hours and looking at tutorial after tutorial and cant get it to work

bold salmon
#

You can just ask your questions and anyone who can help, will.

glad cedar
#

Hit me up for all your JRPG needs

civic cairn
#

Every Other sound in my scene, plays perfectly, but not this one, any Idea why ?

warm lark
#

That means the sound is going to restart from the beginning every frame

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which practically means... it's not going to play.

civic cairn
#

Thanks a lot

warm lark
#

Oh I do see the destroy though..

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but you're destroying the audio source when you do that

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so there's that too 😛

civic cairn
#

makes a whole lot more sense now TY !

stuck frost
#

hey guys is there an easy way to link my audio manager to play a specific sound once a certain frame time is reached in an animation of an object

zinc turret
turbid slate
keen saddle
#

hey guys, just uploaded a webgl game on itch and the audio glitches out when too much audio is going on. the audio is fine in the windows build, any advice?

runic lichen
#

@keen saddle
Do you have an audio pool?
I had similar problems on mobile, and using an audio pool to enforce a hard limit of audio sources playing at once fixed the issue

keen saddle
paper light
#

i got some music in my game and even tho i set thbe volume to 0.0001 its still the same volume

cyan glen
# turbid slate

drums in this are really cool. this is pretty quiet though, you might want to boost the volume on the master track.

turbid slate
hexed jewel
#

I was messing with some settings with this sound effect and I thought I reverted all my changes but it just doesn't play anymore..? Anybody have any idea why?

ocean spade
#

where can I find none copyright sound effect assets?

rough gale
#

I guess

#

Hello guys, so i have one question, so i have an audio for each level that starts playing on awake, and some levels the player can die ( i use the funcion SceneManager.LoadScene to load it again) but there is a problem, when the player dies and the scene is loaded the audio will play again from the start, and i want the audio to stop after it finishes. Pls tag me if u guys can help me

hexed jewel
#

I fixed

#

the pitch has to be +1

outer ether
#

Anyone have experience with AudioSouce.PlayOnGamePad? The documentation says its available in 2020.3 but the function cant be found. Do i need to enable something or install a package?

spiral lotus
#

moving this over here from general

#

how many sounds clips can a audio source play at one time?
through oneshot or anythin
the answer seems to be many
but im trying to use PlayOneShot though and im hearing like only the first part of each sound like it's being cut off by another
i also considered it might be related to the distance of my audio listener, except spatial blend factor of 0 should disable the distance factor right?

#

^ and isn't it the whole purpose of playoneshot() to specifically handle exactly this situation?

glossy portal
#

I have a problem. I have 1-10 objects that play the same sound at the same time. The more objects, the louder the sound. Is there a way to use audio mixer effects or filters so it's not so pronounced?

glossy portal
#

I was able to fumble my way through some settings and found that the Compressor effect was what I needed.

coarse iris
#

does anybody know how to import custom audio samples? in this case I have an mp3 i converted from a youtube video, i can drag it into unity but it doesn't look like the other mp3s and I can't do anything with it

#

it has this different icon

zenith trail
#

anyone else having issues with the audio in Unity? I've just opened Unity, previewed a sound that I added, but when I run the game, there's no sound (it's not muted) and when I go back to previewing the audio, it just stops working too

zenith trail
#

apparently if I don't press the play button on the pc, I can get the sound to work in VR, which is a bit odd sasuke_think

honest edge
#

is there a de facto standard when it comes to having audio spatialization in unity?

cyan glen
#

In reality linear falloff with min and max distance is more reliable for setting things exactly for the needs of the sound for the game design

#

Other than that I don't really know what else you might be asking

honest edge
#

it answers part of my question. the other thing I wanted to know is if there is a standard way in unity to make sounds appear less loud when when there's a wall between the sound source and the player

#

or would I need a third party plugin

cyan glen
#

I don't know of a simple 1 trick solution to that. You could probably have an audio system script that ray casts from the source location to the player location and if it hits anything then have it return something that you can use to either turn the volume down and or also run it through a different mixer channel that has a lowpass filter to remove the high frequencies

#

But I haven't dealt with that myself. Not sure whether colliders have any effect of unity's spacializer

#

Seems like they don't from what you wrote but I don't know if you actually tested or not

cyan glen
stuck frost
#

Anyone know how to stop this sound clipping? What I want to happen is for the sound to keep playing for each shot, not just stop and play the next shot.

glossy prism
dusty kettle
#

are shepards tones frowned upon in game?

#

I've heard some people can't stand them

forest steppe
#

Im trying to add an mp3 audio to my audio source field but it wont let me, anyone know why?

uneven pilot
#

Have you tried importing a different file of the same type?

old marsh
#

in the editor my mic input is instant, but in my build there is crazy latency. i've set mics getposition at 0. but the build is still really delayed. any ideas, tips to improve this? (on osx)

meager storm
honest edge
meager storm
#

are you a solo developer or very small team ?

#

Unity provides only the most basic elements needed for effective audio design

#

audio design overall is a large complex task. Audio middleware like FMOD or Wwise provides more advanced features and tooling needed for audio design

#

I've used unity native audio on a lot of projects and it's possible to get some fairly good results but not without a large effort

honest edge
#

I'll look into fmod, thanks!

#

and solo dev

turbid slate
half wraith
#

But - it's very rewarding (except I may have pulled out a lot of hair)

meager storm
#

Cool !! It's very common for developers to roll their own audio features. And the stuff you can make in Unity native can be really effective. That breaks down on large complex projects for many reasons.

#

so @honest edge it's not impossible but my point is that coming into audio design for the first time and trying to figure out "what do I even need ?" it's easier to use middleware because they already know what you need and there are A LOT of tutorials to support how to use the tools

pine viper
#

Does anyone know why my audio wouldnt be working only when i build my game?
I have a very rushed implementation but from my knowledge .PlayOneShot() has no problems with it

inland raven
severe eagle
calm panther
#

I am kinda new to Unity and I am wondering why the button dont make sounds when I press it. I watched alot of tutorials on how to do it and I copied it exactly but when I press the button it only changes scene and dont make any sound. How do I fix this?

prime meteor
#

can anyone help please i have two sound devices and look to make my game to pick up which one i want it uses anyone know or point me in to the right place on how to do this please

autumn fractal
#

trying to play an aduio clip every 5 seconds

#

any ideas?

turbid slate
keen dagger
#

I have a script that makes and plays a sin wave of a certain hz out of an audiosource with the OnAudioFilterRead() method. After copying and pasting the object about 50 times (and changing the hz for each object), I noticed when I hit play some of the objects don't have the green bar under the gain variable. When I try to play the sin wave from those objects, there is no sound

what is wrong?

(btw, I don't think is with the code variables because I changed them around and It's still broken for some objects. I can share the code if you'd like)

Edit:

Closing out of the game/restarting doesn't help
if I remove and add back the script unity crashes

Edit 2:

I've found part of the bug!!
it has to do with the sheer amount of audiosources. So changing the priority can switch sources on/off. However, this still isn't a fix at least 88 audio sources are required for my game to function without any compromises, and even 50 is enough to break it.

Edit 3:

This game is based around music and processing power/speed is not an issue

Potential Fixes:

  1. A way to deal with this too many audiosources problem (preferred fix)
  2. A way to play multiple sounds at once from one audiosource
  3. compromising the game's functionality (for example taking out some audiosources and/or dynamically changing priority of the audioSources)

Edit 4: Fixed!!

I increased the max virtual voices 🙂

keen dagger
#

does anyone know the drawbacks with increasing virtual voices to a very high number (cpu usage?)

faint folio
#

so FMOD is free for indie under 200k? is there any catches or gotchas?

keen dagger
#

I have this code (below) to make a tone play from an audiosource. however when I play two frequencies, for example middle C (261.6255) and E4 (329.6276) it doesn't sound harmoic like it should, instead sounding like it's bass boosted/choppy.

to test, try this code yourself. make 2 gameobjects with the script and an audiosource, put in middle c and e4 (above) as the Hz. then hit play and turn volume up to 1 (volume warning)

AudioSource audioSource;
[SerializeField] float Hz;
double increment;
double phase;
int samplingFrequency = 48000;
    void Start()
    {
        AudioClip myClip = AudioClip.Create("MySinusoid", samplingFrequency * 2, 1, samplingFrequency, true, OnAudioRead, OnAudioSetPosition);
        audioSource = GetComponent<AudioSource>();
        audioSource.clip = myClip;
        audioSource.Play();
    }
    
    void OnAudioRead(float[] data)
    {
        increment = Hz * 2.0 * Mathf.PI / samplingFrequency;
        for (int i = 0; i < data.Length; i += 1)
        {
            phase += increment;
            data[i] = (float)(Mathf.Sin((float)phase));
            if (phase > (Mathf.PI * 2))
            {
                phase -= (Mathf.PI * 2);
            }
        }
    }
    void OnAudioSetPosition(int newPosition)
    {
        phase = newPosition;
    }
keen dagger
#

alternatively, is there a way to turn a note made with onaudiofilterread directly into an audioclip

#

or, another fix is to make this code not click

AudioSource audioSource;
    [SerializeField] float Hz;
    int samplingFrequency;
    public float gain; public float exactTime;
    void Start()
    {
        samplingFrequency = AudioSettings.outputSampleRate;
        AudioClip myClip = AudioClip.Create("MySinusoid", samplingFrequency * 2, 1, samplingFrequency, true, OnAudioRead, OnAudioSetPosition);
        audioSource = GetComponent<AudioSource>(); audioSource.clip = myClip; audioSource.Play();
    }
    void OnAudioRead(float[] data)
    {
        float timeAtTheBegining = (float)(AudioSettings.dspTime % (1.0 / (double)Hz)); // very important to deal with percision issue as dspTime gets large
        float increment = (float)(Hz * 2f * Mathf.PI / samplingFrequency);
        int currentSampleIndex = 0;
        for (int i = 0; i < data.Length; i++)
        {
            exactTime = (float)(timeAtTheBegining + (float)currentSampleIndex / samplingFrequency);
            data[i] = Mathf.Sin((exactTime * Hz * 2f * Mathf.PI)) * gain;
            currentSampleIndex++;
        }
    }
    void OnAudioSetPosition(int newPosition)
    {
        exactTime = newPosition;
    }
naive thicket
tender compass
#

ok

half wraith
# calm panther I am kinda new to Unity and I am wondering why the button dont make sounds when ...

Hey, did you resolve this?
I'm pretty sure you're destroying the audio source before it has a chance to play by loading a new scene.

Ideally, you want a sound manager that doesn't destroy when loading a new scene. Both Code Monkey and Brackeys have good AudioManager tutorials on YouTube.

However; if you want a quick dirty (make it a temp) fix:

In your Welcome Screen script add an IEnumerator which when 'StartGame' is triggered waits for x amount of seconds. I'm not sure how your scene management is set up, and this goes beyond Audio discussion. I'm sure people in code will happily assist you with enums and scene management.

using UnityEngine;
using UnityEngine.SceneManagement;

public class ChangeScene : MonoBehaviour
{
    public void LoadNewScene(int sceneID)
    {
        StartCoroutine(MoveToScene(sceneID));
    }

    IEnumerator MoveToScene(int sceneID)
    {
        //change the value in the seconds for the length of the clip
        yield return new WaitForSeconds(2);
        SceneManager.LoadScene(sceneID);
    }
}```
calm panther
meager storm
rugged blade
#

I'm running into a strange issue where I can hold a button down which will play a waveform using Unity's built in OnAudioFilterRead method. If the audio source on the same object is not assigned to a Mixer Group, the waveform plays. But if I assign to any mixer group, it will not play anything except for an audible click a second or two after holding the button down. The mixer group's volume appear to be set correctly. Any ideas as to what may be causing this?

rugged blade
#

Nvm, I noticed the pitch was turned down to 1.00% instead of 100% on the audio mixer

naive thorn
#

hello! we just started using fmod and it does a lot importing - every time unity does an import (eg. code changes) the fmod editor system instance is destroyed and recreated and the cache updated. Is there anything we can do about this?

rough palm
#

Is anyone here experienced with FMOD? I'm using FMOD and once there are about 50 audio sources in the game, the main music begins to stutter.
For the music. I am just using an EventEmitter on ObjectStart

pseudo raven
#

Does anyone knows a free program to make 8 bit music or costom sounds

sly rampart
brisk copper
#

I need all hands on deck for this thing. I have been working on this for over a week, and even still, this damn song has been giving me so much trouble, so I really need some help from anyone willing to give. Everything after 0:53 is new, rushed, and I hate it all. But I could really use some help. Please, can you do me a favor this one time? And NO, its not finished, obviously. So some parts sound TERRIBLE. I am trying to make a final boss theme for my video game, sounding similar to "The Duel" from Devil May Cry 5.

bold salmon
#

@stuck frost

If you have an audio question, you can ask it here.

If you're looking to hire or collaborate with someone, use the forums. #📖┃code-of-conduct

runic lichen
#

Working on an audio tool for Unity!

Supposed to streamline specifically around SFX variations. (So not really music or ambient sounds)
Aim is to:

  • Reduce programmer time implementing audio
  • Reduce audio designers spending monotonous time upkeeping prefabs or changing settings one by one

Looking for feedback and ideas!

https://streamable.com/qq6zg2

lost umbra
wintry creek
#

I did something similar for our last game because we couldnt afford middleware 😆

#

It was less focused on events and more about defining singular sfxs so programmers could reuse some stuff elsewhere

runic lichen
runic lichen
runic lichen
maiden quarry
#

Is there a way to get audio to be 3d as in it is not heard beyond its boundaries but also stop that feature where you hear it more or less in one ear depending on which way you are facing?

thorny herald
#

.wav or .mp3? Wav will make the game heavy no?

wintry creek
#

so they could be used for different purposes

#

I was a programmer and in charge of audio so a lot of stuff was super code focused, your approach seems far easier for non coders hehe

oblique lodge
#

;

quasi hound
#

Spread inverts the 3D position in degrees, so half of it neutralizes the effect

green pebble
#

Hey! Does anyone recommend any Audio Compression Middleware/Plugin? Trying to go a bit beyond what you get with the usual, wondering if there's a go to. (really not my area 😅 )

maiden quarry
wintry creek
#

I personally didn't find anything on the web that I could use directly in unity, your best bet would be fmod

For my last project I used the duck plugin sidechained to itself to mimick a limiter to workaround the lack of one hahaha (we couldn't afford middleware)

winter vapor
#

How can I take an audio clip and adjust its volume in Unity?

lost umbra
winter vapor
#

I have walking footstep sounds, the grass and rock are fine, but the sand sound a bit higher and I want to change these walk sounds

lost umbra
#

maybe just use another audiosource in an empty game object.

#

or just edit the sounds yourself in audacity or smth

winter vapor
lost umbra
#

Yes

winter vapor
#

thanks bro!

lost umbra
#

np :)

winter vapor
#

I have 2 songs but I want them both playing at the same time, 1 for day time, 1 for night time, but instead of fading 1 out and playing the other I want them to blend together so if its noon, day time song plays more than the night time

#

0 to 1

#

0 being night song, 1 being day song

#

How would you do this?

lost umbra
#

oh yeah lol, that'd called "adaptive music" I'm auctually planning on doing something similar for my game.

#

I'd suggest watching this video https://youtu.be/SswiJTDagxM

it's very slow and a bore but worth it

In this video I will be talking about how to create dynamic or adaptive music for a game in unity.

Essentially dynamic music is music that changes in your game, but more specifically I focus more on the type that is used in Banjo Kazooie, where the music is the same but play with different instruments.

Hope you enjoyed my tutorial it is my f...

▶ Play video
winter vapor
lost umbra
#

yeah that's why it's so slow lol, dunno why he goes into such detail

fast finch
#

Hi! Im having a weird error in unity. Im using FMOD for audio and everything works fine, but on build nothing works and it gives me this error. Does anybody know whats going on? I can show various build settings if that would help
https://pastebin.com/pERFefWX

fast finch
#

I updated to unity 2021 and that seemed to work

main quartz
#

Hey guys(:
Any recommendations for a large library of free sound effects?

wintry creek
#

over a hudnred gigs of free for commercial use libraries

#

I personally use the playback sample of the mp3

#

and use a metronome synced to it

#

works pretty well

drifting notch
#

Anyone have any hacks to load AmbiX (ambisonic) files at runtime (via code)? I'm using UnityWebRequestMultimedia.GetAudioClip() to load wav files but there's a boolean flag ambisonic that's apparently only settable via the Editor. I've tried using c# reflection to toggle it but there's not even a setter and it's marked as IsInitOnly 😦

pulsar jasper
#

Why it does bug like that

#

in tutorial vid there were one sound at a time

bronze inlet
#

Hey y'all. VLC and other software seem to struggle to play very short sound effects (like less than 1 second). Anyone else experienced this kind of issue? Do you use a different software to listen to sound effects?

bronze inlet
#

Will do! Thanks

drifting notch
# bronze inlet Will do! Thanks

Warning though: its a 20ish year old software, I still use 5.6 or something which came out maybe 10+ years ago? The new company who bought it doesn't have a download link but i recently tried v2.x from 1996 and it was still fine in Windows 10, even streaming shoutcast internet streams 😄 Also you should still be able to find v5.6 or 5.8 download links - just try to find a reputable source.

rugged blade
#

I'm running into an issue where I can change the pitch of an audio clip beyond +3 successfully via script, but the actual sound itself stops raising pitch after a certain point. Is this expected behavior? Are there any workarounds?

chrome umbra
#

Hi all, I am new to game audio, and I'm doing my first footstep implementation to the game, and wondering is there way that I can blending two material textures together? and how can i quickly map out all the textures. I have stone, grass, dirt and mud at the moment, I found that it would be a nightmare if I need to make triggers for all types of material.

quasi hound
#

Or layers if that seems more familiar, but can't blend them as such

wintry creek
#

raycast is the way, imho

flint dock
#

I'm not really sure which channel this question would go but do the popular anime voices/music/general-audio-stuff in the unity asset store ever actually go on sale during the store's big sales cuz I haven't seen them do that yet?
If I need those particular kinds of assets should I just buy them from there as-is or is there another storefront I can find those kinds of assets that I should maybe look into? UnityChanThink

obtuse pebble
wintry creek
#

Wondering, anybody here knows what might be the issue here? Watching some tutorials about audio cues but the method doesnt exist on my end

#

FMOD Studio, 2.02

#

ohhh

#

they enamed it to keyoff

#

damn haha

bright cloak
#

Is there a way to still hear the rest of a sound when it starts from the beginning?

#

For example pistol shoots every sec and the pistol sound is 2 sec long

#

right now the sound is just starting again

wintry creek
#

you would need a new source for each bullet

quasi hound
quasi hound
# wintry creek the more you know

There's a lot of important and interesting stuff that you might only run into by the dreary process of combing through the documentation

wintry creek
#

I dont think I have ever gone above the voice limit in Unity with or without middleware which is why it might explain why I never had to use PlayoneShot haha

sharp ferry
#

Hey Im looking for sounds for my game (specific ones) and found one though it has the creative commons license on it. https://creativecommons.org/licenses/by-nc-nd/4.0/ It says "You may not use the material for commercial purposes." but what if I were to implement this sound into my game, and then sell the game?

#

Is that allowed or not

wintry creek
#

Thats commercial use

livid glade
#

Fellow developers. What sound editing software do you use? I've been around the block as far as editors go and never found anything I actually really liked. I mean.. I used to use Cool Edit and Audacity. They did the job okay.

reef holly
meager storm
manic trout
#

Quick question: Is there a way to limit the pitch of synthesized audio?

#

I have a FM synth that I use for my ship's engine sound, but it slowly just grows in pitch.

#

Is there a way to limit the pitch to a roof?

chrome hornet
#

hey, very new here so lmk if this isn't the right spot for this. I build golf courses and am attempting to add custom 3d audio to certain parts of the course. I have about 100 different audio spots in game and for some reason, the audio isn't triggering at all in game. If I remove 1 or all of them , I can get 1 to play, but that's it.

stuck frost
#

Any screeching noise?

bold salmon
#

Yep, turn on your mic and screech.

silent hazel
noble wedge
#

I have 28 gameobjects with audiosources, I have them play when they collide with one another. The problem is, when they collide rapidly back to back, audio seems to dissipate or stop playing for some of the audiosources'. I'm new to audio in Unity and don't know what could be the cause of this effect. Any thoughts are highly appreciated.

noble wedge
#

Figured it out! I'm using Mirror for networking and there's a script named PhysicsSimulator that handles collisions for Multiple Additive scenes. Long story short... It doesn't pair well with Continuous Speculative Collision Detection and causes some collisions to "miss", thus giving the effect that audio has stopped playing or dissipated.

errant spade
#

how can i make audio behave like 3d audio ( get quieter the further away from source etc) while sounding like 2d audio. i dont want to have a direction to the audio

manic trout
wintry creek
#

yeah, just a normal2d audio + a script to change the volume depending on distance

ionic knot
#

Hi, I'm searching for 4 sounds for the moment the lines of tetris dissapear, one for when 1 row does, another for 2 and so on, can I get some help? I'm using placeholders, but they don convince me

quasi hound
wintry creek
#

You have a simple spatializer, volume, pitch and a 2d/3d slider on audio sources, aside from that, most of the effects would be Mixer effects

#

you can do that from the audio source

#

just by controlling the volume

#

What kind of filters

#

Mixer effects include stuff like reverb, delay, hp/lp filters etc

#

then yeah, you would do that on a mixer level

#

At the same time, that might be a good time to use middleware like fmod hahaha

#

shipping a mixer as a prefab in a sample pack might be a bit weird?

#

yep

#

you would need to create a custom mixer and an audio manager to control these parameters

#

at that point you would be reinventing the wheel, tbf

#

...

#

Bruh did you just try to explain audio automation to me then saying I wouldnt get it LOL

#

Good luck selling a sfx pack with mapped sliders

stuck bronze
#

I have audio listener on my camera object, i have audio source with working mp3, but i still dont hear anything.

#

What did i miss?? And i have my speakers on! :D

naive thicket
#

Make sure you are close enough to the source if you have 3d sound enabled

stuck bronze
#

it is 2D

naive thicket
#

only distance matters if it is

#

Default component should work out of the box I think, so compare with its settings. Also there are posts going over different properties that can cause this when it's not a global sound

meager storm
#

your audio source settings are correct

#

you should hear this sound play so if you can't the problem at least isn't your audio source settings

#

in audio profiler tab change the drop down menu in the inspector from 'simple' to 'detailed' that's the one that gives you all the good info

#

simple is too basic

wintry creek
#

Is there a listener on the camera?

stuck bronze
#

Something is happening here, but i have no idea what im looking at.

#

So the sound should probably work, but i dont hear anything

stuck bronze
woven barn
#

(Wait a sec, you did the music too?! Good grief. I have a musician friend who was raving about the TS tracks)

wintry creek
#

haha yup

#

Did a little bit of everything 😄

meager storm
stuck bronze
silk obsidian
meager storm
stone cradle
#

Does anyone know a good program to record sound and modify it to sound good for a game?

stone cradle
#

Like for game sounds like shooting damage and ambient music

#

What program you recommend to start with and keep for advanced stuff

stone cradle
#

Ty!

coral pelican
#

yo so for making no lyric songs wot app should I use

#

and if its fl studio how do i make it so different iterations of the same sample can have their own individual properties

lilac frost
#

is there any way to make a sound finish while another one is playing? in my game i have a gun that shoots rapid fire and every time i shoot it plays the audio but it cuts off the previous bullet sound anyone now how to fix this?

quasi hound
stuck bronze
#

Please how do i make my audio play only when button is hold down and stop playing looping sound after releasing th ebutton? I need to do it while running. So far im only able to make play on GetButtonDown

naive thicket
#

There's a GetButtonUp

modern kelp
#

Hey, how do I make a walking sound?

formal trail
#

what's the minimum value I should set my pc volume to, when testing out audio sounds?

rain field
#

Anyone know how to make the sound effect not disappear when another gets triggered?

warm rivet
quasi hound
silent hazel
opaque cipher
#

How do you guys do the audio dialogue...any ideas are appreciated

exotic roost
#

Hello, i have 2 audio tracks in timeline a car engine loop and a stop engine sound, in timeline play it works fine but in editor play mode the loop goes silent at around 180 frame before the sound starts.

severe eagle
alpine tapir
#

Does anyone know any website or app or anything that can make a choir like in this link?

#

I want to make one for my game

stuck frost
#

whenever the player shoots the bullets then the background music volume decreases automatically. how can I fix it?

#

Audacity

stuck frost
#

Both scenes have audios. First picture is main menu, second, game itself. When in main menu, audio works fine, but when transition to the game, it keeps going with the game audio. Any fix?

stuck frost
#

Yeah no prob

#

Both are the same codes

stuck frost
#

Yes

#

Because when I switch scenes it continues with the ingame mmusic

#

well, then remove this music control script component

#

and try again

stuck frost
#

What should I add to my code?

stuck frost
#

then let me know

stuck frost
#

no, just remove the music control script component from the Music Control gameobject in the Hierarchy

bold salmon
#

What does the license say? According to Google the main limitation is that you can't save your project.

stuck frost
#

Or according to my video at least

iron parrot
#

best free drum plugin/vst for use with cakewalk by bandlab?

worthy trench
#

yea you can

#

you just cant save the file but u can export

iron parrot
#

is fl studio like beepbox but more advanced?

wintry creek
iron parrot
stuck frost
#

hey my clip doesnt play

#

in WebGL

stuck frost
#

im broken.. heart broken

#

why doesnt it warn what audiio cant be played?

meager storm
#

webGL has unique audio requirements

stuck frost
#

anyone got any advice on creating gun sounds? at the minute i have the sound of a battery hitting a deodorant can as my pistol...

#

i have my Airsoft gun for reload sounds so they're good

#

but i can't get the sound or mixing right for the shots

astral beacon
# stuck frost anyone got any advice on creating gun sounds? at the minute i have the sound of ...

check out the videos on this channel about guns, explosions, and layering
https://www.youtube.com/watch?v=6dqU6JbubJQ

This video is all about the misconceptions about gun sounds, and the behind the scenes in making gunshots sound as amazing as they do.

Website: http://marshallmcgee.com/
Soundcloud: https://soundcloud.com/marshallmcgee

All the clips in this video are protected from copyright law under fair use for educational purposes.

Credits:

Thanks so so ...

▶ Play video
iron parrot
wintry creek
#

For free none sadly

#

Shredagge is the best one for metal

#

Metal Gtx is the best free one you might find

iron parrot
astral beacon
charred mason
#

anyone know were i can find audio to put in my game

sonic turtle
brisk copper
#

A boss theme for my game. Its still a work in progress, but how is it so far?
It needs a lot of work, I know. Especially the guitar sounds. Plus it's a little repetitive too

still edge
#

So I got this pop sound effect I made. (mp3 file) But when I dragged it into unity it just isn't I guess? I don't understand why it's not looking like a yellow wave thingy

#

That's what it currently looks like

#

Oh i found the error

#

Anyone recognize what's happening?

still edge
#

nvm.

worn bison
#

So basically I have background music that runs throughout the entire game, I have it start on my main menu and then when I go to the next level it continues playing, but if I go back to the main menu it creates a new instance of the music so that there are now 2 going at the same time, does anyone know why this is happening and how to stop it?

hazy whale
worn bison
#

I fixed it though

brisk copper
#

The completed version of a song for my game. For a super intense fight, its the only other fully complete song I have for my game. Enjoy!

frozen tangle
#

From a composer perspective, would you rather export the final product as a mp3 or midi?

frank hedge
#

Hey guys, I need help with my university assessment and i'm using unity

#

I have a audio issue atm

brisk copper
#

if you are going for audio quality

frank hedge
#

Am i able to get into a discord call with someone here that can assist me with my audio issue?

frozen tangle
#

Once again from a composer perspective, how doable / practical is exporting a song to both midi and another file format (flac, wav, mp3, etc.), with both files matching perfectly so they can be played together and synchronised?

I'm making a rhythm game and I am currently using Midi for in-game events, but would rather have an actual audio file with sound for the in-game audio since that way I can muffle it or apply other effects to it easily for cases such as when the sound source is obstructed or inside a room.

Or is it more practical to only work and export in midi format? Sorry if this is a stupid question I don't know anything about music software.

#

Another thing is that if I ain't mistaken you cannot have vocals in a midi file right?

frozen tangle
brisk copper
#

Thanks!

errant vigil
#

what's a good website for royalty free game music that loops well.

quasi hound
errant vigil
#

yeah i guess that could work

#

thanks

shrewd smelt
#

Greetings

#

Would anyone here have a moment to answer a quick question

quasi hound
high perch
#

Hello, I have a question regarding making audio feel like it's coming from a certain direction
Does using a spatial audio engine such as Oculus's give a different result from using the built in unity options (spatial blend and 3d sound settings)?

stuck frost
#

how do i make audio fall out the farther away you get? I can't seem to figure it out

high perch
stuck frost
#

ok thx

stuck frost
#

Why can't I drag an mp3 audio file into an AudioClip input in the AudioSource component?

iron parrot
brisk copper
#

Thank you!

iron parrot
# brisk copper Thank you!

do you have that song uploaded to somewhere?
i wanna show it to somebody else. can't upload though because i don't have discord nitro

brisk copper
#

It's on my Newgrounds page!

#

Just go to newgrounds, and search up "YoriYakuza"

#

The top song is the one you are looking for, and everything after that is all the other songs I've made as well.

jade totem
#

hello there

#

what is suitable format to Audio Source on the video player component ?

iron parrot
#

electric guitar version of "ample bass p ii lite"?

iron parrot
jade totem
#

my mp3/wav is set up, I could see the wave over it

#

on the preview

jade totem
stuck frost
#

For my game, i want the audio to sound up close loud, but far away, barely auduable how>

iron parrot
stuck frost
#

How do I create audio for a game

jade totem
jade totem
#

ok it's solved ✅

#

only seems there's a space between loop audio
any particular treatment to make it less dead air space ?
it's super short like 0.3 second, but you can hear the pause still
(my looping ambience was running smooth on repeat audacity)

mellow vigil
#

can i post a little music for my game

#

and get critics

mellow vigil
jade totem
#

you need to find 8bitmisfits on spotify
his stuff was a genious

mellow vigil
#

not really

#

idk what to classify it at

#

i just randomly made notes and it sounded cool

jade totem
#

fair enough

mellow vigil
jade totem
#

sounds dope

mellow vigil
#

really?

jade totem
#

depends on the scene also

mellow vigil
jade totem
#

if it's like players trying to solve something it's sounds cool

mellow vigil
#

it sounds cool

jade totem
#

yeah

#

that's suitable

mellow vigil
#

wow

#

i just did it on a whim

#

i just put in random keys

jade totem
#

go to 8bit misfits on spotify you'll gonna amaze

#

hey do you ever put a looping sfx on the background ?

mellow vigil
#

holy potatoes.

#

this man

#

is insane

jade totem
#

you go there ?

mellow vigil
#

yeah im listening to him

#

OH

#

the beat just went up

jade totem
mellow vigil
#

what instrument do u use to make it sound juicy like that

jade totem
#

but it sounds skipped

jade totem
mellow vigil
#

i think mine loops normaly

jade totem
#

with 8bit samples

mellow vigil
#

i have LMMC

#

i need the 8bit samples

#

LMMS*

jade totem
#

idk where to get it ..

mint dirge
regal jasper
#

How can I loop an audio clip but have the loop be a part of the audio clip? So like if the clip is 1 minute long and I want to loop 15sec-60ec part?

mint dirge
regal jasper
mint dirge
#

Oh there is silence in your Clio. Sorry I misread

#

Or there isn't lol

regal jasper
mint dirge
regal jasper
#

unity audio source + my own code

void Start()
    {
        audioSource = GetComponent<AudioSource>();
        audioSource.volume = 0.5f;
        StartCoroutine(playGameMusic());
    }

    IEnumerator playGameMusic()
    {
        audioSource.clip = gameMusicIntro;
        audioSource.Play();
        yield return new WaitForSeconds(audioSource.clip.length - .715f);
        audioSource.loop = true;
        audioSource.clip = gameMusicLoop;
        audioSource.Play();
    }

This is my way of using the two clips and putting them together almost seamlessly

#

the -.715f is because of a delay that happens when I want to play the second clip (the loop part)

#

so I'm trying to get rid of that delay

#

.715 seconds seems to be pretty close

mint dirge
#

Are you trying to get the clips to play back to back or both at the same time?

#

Yeah one after the other yeah?

glad cradle
#

I want to learn in audio design

wintry creek
#

For Tormented Souls I used 2 sources with play scheduled and a small crossfade time for seamless looping

regal jasper
solemn shuttle
#

is there a way to make sound effects play whenever a certain keyframe is passed in an animation? I want to make footstep sounds that sync well with the footsteps and I'd really like it if I didn't have to hardcode it in

stuck frost
#

Hello, I'm making kind of a bullet heaven game and when there is a lot of projectiles on the screen the sounds stars interrupting each other aswell as making the game lag really badly,I'm not good at sound design in unity so if anyone could give me a tip on what to do or has any idea why it might be happening I'll really appreciate it, thanks

regal jasper
#

Can anyone help me figure out how to use PlaySheduled() for seamless looping?
I currently have something like this

void Start()
    {
        introMusicAudioSource.clip = introGameMusic;
        introMusicAudioSource.volume = 0.5f;
        loopMusicAudioSource.clip = loopGameMusic;
        loopMusicAudioSource.volume = 0.5f;
        playGameMusic();
    }

    void playGameMusic()
    {
        introMusicAudioSource.Play();
        loopMusicAudioSource.PlayScheduled(introGameMusic.length);
        loopMusicAudioSource.loop = true;
    }
#

But it plays both clips at the same time

#

And I don't know why

silent hazel
shrewd smelt
#

Greetings

#

I want my audio file to play during specific animations that play in the animation controller of the character

quasi hound
timid wind
#

how does one decide which sounds should be in mono and which should be in stereo?

quasi hound
timid wind
#

but i've noticed that for example dialogue and walking sounds are in mono while ambiences and gunshots are sometimes in stereo

#

so i'm just wondering why so?

quasi hound
#

I don't know if there's any explicit reason for it

#

3D sounds are forced to mono anyway

#

Stereo sounds are twice as big in filesize

#

If you do stereo panning, mono audio sounds identical regardless of panning whereas with stereo it may sound different if left/right channels have noticeably different audio in them

#

That's about all I know

timid wind
#

i see i see

stuck frost
#

Can you copyright music that you made for your game?

quasi hound
stuck frost
#

Perfect

#

I thought it was included with the games copyright so idk if it was separately

quasi hound
stuck frost
#

oh

quasi hound
# stuck frost oh

Well, to be clear it is a "formal thing", but declaring it isn't, unlike trademarks for example, as you have copyright unless you explicitly waive it with a licence (such as creative commons)

stuck frost
#

So if I made a song for my game, should I copyright it

#

or trademark it

#

cause the damn copyright costs 65 dollars

#

and im not paying that

quasi hound
stuck frost
#

The government

#

Where do you think im registering for a copyright

quasi hound
#

In some countries you need to register a creation's copyright if you want to sue someone for infringing that copyright

#

But before you're planning to do that it hardly will be an issue

stuck frost
#

Honestly, if the game im making does get popular, I can always take that profit and buy a official copyright

#

My friend and I (we are both making the game) decided to split it half and half

#

So about 33 each, which is fine

wintry creek
#

If I have a track that has a loop point between 0:10 and 1:00 for example, I can play the first instance, then use play scheduled a second instance in 50 seconds, and use some kind of cross fade between the 2 instances, that will result in a perfect loop

#

I had a system for Tormented Souls that used play scheduled + keeping track of the time being played to trigger this continuously

iron parrot
#

vst metal guitar recommendations?

iron parrot
wintry creek
#

Metal GTX

#

only one you will find tbh

#

you might have better luck automating your pitch knob tbh

iron parrot
iron parrot
#

Will google the sfz thing asap. Heard of it but never used any

iron parrot
#

@wintry creek turns out metal gtx is an sfz library which requires an sfz sampler plugin right?
found this "shortcircuit" by the surge xt team which wasn't released yet.
would there be a good and free sfz sampler you'd recommend?

#

i'm using cakewalk, but also got an ableton lite license from my midi controller pruchase in case you'd recommend any tools or features that come with any of those

#

i'm much more proficient with cakewalk than ableton though
well in fact i started to learn how to do things in cakewalk
ableton i've barely opened lol

wintry creek
#

sforzando

signal summit
#

did anyone receive a DM from someone asking how to play audio in Unity?

#

i sent them a video tutorial and that's not what they wanted and I can't come up with other solutions

bold salmon
iron parrot
#

@wintry creek
i see unreal instruments has a pretty nice bass library.
have you ever tried it? any tips or a comparison with the ample bass lite?

iron parrot
#

hmm something might not be working as it should in my sforzando

#

i don't think the controls are being displayed as they should for this instrument

#

metal GTX

winged ravine
#

Audio files arent importing on my MacOS

#

Unity 2019

copper saffron
#

whats the best sounding and least performance decreasing sound file type to use

royal garden
#

wrote this for my menu screen

haughty lark
#

I wanted to ask, how do I get a good Midi piano for free, or learn to make shitty Midi files

haughty lark
#

I want to get Demon's souls PS3 energy

frosty tendon
#

Victory sound effect made by me, no credit required (always appreciated though haha)

ocean zenith
#

What's the best way to give a gameobject with AudioSource component access to a ton of AudioClips (e.g., for my player prefab)?

#

Resources.Load inside Start() or something else?

winter jetty
#

Hello everyone, I'm in a bit of a "roadblock" in a project Im working in. I'm using FMOD (latest version of studio and integration package) and I'm using the Addressables package. Before implementing the Addressables, I followed FMOD docs and everything worked fine, but when transferring to Addressables I started getting errors saying that Event References cannot be found. As anyone stumbled across this problem or has an idea of why this is happening?
Before posting here I went to the FMOD documentation and followed their indications on how to prepare and use FMOD with Asset Bundles/Addressables, already checked that the TextAssets are referenced in the AddressablesGroups and have a script in my first scene to load banks into memory using RuntimeManager.LoadBanks(AssetReference ref)

winter jetty
# ocean zenith What's the best way to give a gameobject with AudioSource component access to a ...

You should be careful when using the resource folder, if Im not mistaken it has a size limit of 4gb of data inside and Unity doesn't fully recommend using it for these situations. And doing a load like that in the Start() method may cause some hiccups of FPS, better to use Awake() imo.
For an actual anwser to your question, I would create a ScriptableObject that would store all the AudioClips needed for a GO and then have the GO reference it and switch the AudioClip to be played. That way I won't flood the Resources folder with files that can be too large in size

ocean zenith
wintry creek
#

Splitting banks is equivalent to using adressables

winter jetty
# wintry creek I dont think you should be mixing those?

Im getting that feeling xD but the FMOD docs say that the system can be used, just that I have to initialize the banks at runtime, which I do :/ and I didn't want to put the banks in the Addressables group, but when I build it fails

I was already splitting the banks before starting to implement Addressables

Thanks for the reply!

wintry creek
#

Yeah like, I dont think you should, on my experience loading the banks as you need them would be equivalent to using addressables for audio without FMOD. Mixing them doesnt make sense in my head, but maybe I am wrong

tranquil ravine
#

question here, so basically i created a sound that can only be heard in a specific radius in 3d, but now trying to implement this in 2d, it doesn't seem to work.
How do i create a sound that can only be heard when going near the audio source

broken sedge
#

do you guys know some softwares form pixelart game sounds?

quasi hound
quasi hound
amber heart
#

I got an audio question
I'm trying to stream audio is into unity through the unity webrequest but I'm unsure how to go about it. Any tips or examplesi could use?

timid wind
#

I usually use wav for short sound fx and ogg for longer bits like music

#

Since wav is completly lossless and can be extremly huge in file size with longer clips

#

Ogg are a bit more compressed but still clean enough

#

I’ve heard that flac is cpu heavy? Might be wrong on that, but if i am right, don’t go for flac

copper saffron
#

okay, thank you

timid wind
#

Np

tribal tangle
#

there is something obvious missing i think but i cant tell what i am doing wrong to get this error.

eager phoenix
#

What do you expect it to do?

tribal tangle
#

i need a slider to change the audio of something in a different scene and i thought that would use the tag and find an audiosource inside the gameobject with that tag.

eager phoenix
#

Not that part. What do you expect Volume to be?

tribal tangle
#

hmm, if i typed. 'AudioSource Volume'. at the top would that help

#

that made 'value' now underlined

eager phoenix
#

I mean in your own words, what is it supposed to be

#

Do you want it to be the value of the slider?

tribal tangle
#

yes

#

soo your saying i need to add code to make it the value of the slider?

eager phoenix
#

If you want it to be the value of the slider then yes

tribal tangle
#

ok i think i have something in another script i can use

#

thank you

hazy bear
#

why is it that everytime I build using WebGL my audio sources are like 1000 times louder? I've put all my audio sources lower than .01 on volume o.o

What is a normal volume value using the audio source component inside Unity?

quasi hound
hazy bear
#

There's nothing special in the scene. The only thing I can think of is that it's trying to load previous builds in browser.

quasi hound
#

I mean what's the practical use for a 0.01 volume audio source, I wonder?

hazy bear
#

Oh good question

quasi hound
#

Webgl ignoring volume is a problem but, usually you would try to use a volume of 1 as the "standard" of what's clearly and comfortably audible

hazy bear
#

that makes sense, so I would change the amplitude of the sound files themselves to be low enough

#

that way a volume of 1 is comfortably audible

quasi hound
#

Sound files likewise

hazy bear
#

Right. I've put the project down for a few hours, I'm going to try building again and see what happens.

quasi hound
#

I would test it with a script that changes audio volume at runtime, to try to verify that the audio volume can change

quasi hound
# quartz quartz prolly mp3

Mp3 is lossily compressed, so it has the worst quality out of all the options and incurs decompression costs, also it suffers from looping issues
Wouldn't recommend it for any purpose

#

Audio performance is a balancing act between CPU use, memory use and disk use, depending on the combination of decompression type and how the audio format is compressed

unique wharf
meager storm
#

@hazy bear your problem is Webgl and that audio support is very limited see the Unity docs

hazy bear
hazy bear
#

Unrelated I just uploaded a 2D project to WebGL and things just aren't rendering. Incredible really.

tribal tangle
#

how do i make a slider control the audio in a different scene. i have had a go and i keep getting errors?

dusty geyser
#

How should I approach making audio for a jam game? I have no experience in sound/music right now

wintry vault
#

question:
Does anyone know if there is a way to code an audio script that recognize or can react to recorded speech, and with that reaction, do something?
Im trying to create a voice-to-mouth open and close recognition.
Its for a static anime face that will open and close its mouth to illustrate its talking when the voiceline is on.

wintry vault
dull plover
#

doe someone know a tool that generates music tracks|

dim musk
#

Does anyone have experince with AudioSource.pitch? I have a dinging bell sound that triggers a couple times in succession, but the minute I even declare a variable of

zapAudio.pitch = startingPitch;

the sound becomes just a dull, muted noise instead of a bell.

dim musk
#

in case anyone runs into this: here's the fix

make a
float scale = Mathf.Pow(2f, 10.f / 12f);

then in your for loop use

zapAudio.pitch = Mathf.Pow(scale, i);

prisma python
dull plover
glossy wind
#

I hope it doesn't violate the rules, but is there a more active/audio related discord/subreddit or something? I am especially looking into car engine sounds and would love to throw scientific papers/math at the problem (currently looking into granular synthesis, but I don't feel like reinventing the wheel, maybe there is some information out there)

vernal hatch
#

My audio is not working

#

I have two cameras. When I begin the game, it switches to the second camera and the audio stops playing. The console then continously prints "There are no audio listeners in the scene. Please ensure there is always one audio listener in the scene."

#

I do not want the audio to continue throughout the game. I have different scenes that will have different background music.

#

I just want it to continue when the camera switches to the next camera

vernal hatch
#

nvm, I figured it out 🙂

supple remnant
#
naive thicket
#

That was a left over one that bot didn't clean up

bold salmon
#

Bad dyno

sturdy gull
#

hi everyone! our team's sound designer left and we have jam submission on saturday can anyone help us out with the audio?

limpid locust
#

Anyone got a good microphone sub 80$ for voice overs? Bonus points if it can work from a distance too (like 3 meters away)

vagrant terrace
vagrant terrace
limpid locust
#

Yeah I decided on a mic for a way closer distance after all that

limpid locust
#

Found a Blue Yeti Nano, think that's a good enough mic for voice overs? Found it for 50$.

quasi hound
celest horizon
#

Hi! I’m building an engine sound in a synthesizer, where I’m using modulation to simulate the acceleration. How can I take this back to unity?

#

I’ve read somewhere you should export multiple samples and then do a pitch bend / cross fade between all those samples. However, I feel I’ll loose quality + a lot of manual work to align the pitch bends. Is there a better way?

past escarp
#

How should I be handling large amounts of sfx? For example if I hit 50 enemies in a combat scenario should I be limiting the amount of "hit" sound effects I play? Whats the best practices approach for this kind of issue?

gloomy kestrel
#

Hey guys, im Using a AudioSource in 3D. My Problem is, that there are something like "scratching" sounds when i move quite fast to or away from that audio source. Is there a way to avoid this?

#

Oh damn.. its the "doppler level" slider 😄

pale briar
#

i have an issue where i try to drag a normal .ogg file or .wav file to the audio sourrce and it wont accept it

covert garnet
#

is anyone familiar with lmms?