#🔊┃audio
1 messages · Page 1 of 1 (latest)
If one has sound effects that have different levels of volume (some higher than others, some lower than others), would it be possible to do some tweaking to have all of these audio play at the same audio level in Unity?
anyone thats ever used FMOD studio.... is it bad to put it in the root of your game project? so that I can have 1 git repo manage both? like i currently have a source_files in my root with substance painter files and 3d models and photoshop files, would making a new folder for FMOD studio project in my root be any different? its not in /assets/ so its ok? or would you advise a completely new directory and git repo for just the FMOD studio project?
is it possible to get the timestamps from notes placed in lmms?
Im trying to make a rythm game by mapping the beat/level in lmms and exporting the beat times
My script is made to create notes from x and y values
Is it possible to convert the beat times in lmms to that?
Or export the song as a text file perhaps?
I'm curious about this too. What is "best practice" in the industry?
noone answered, so i put it in the root. moved all my audio samples that use to be in addons or packs out of my project, and put only samples / sounds into my FMOD. so now my git was checking in all my samples + the project + my game. and then when i Use samples i'd create an event in FMOD studio and at that point on build i was getting them in /assets/ of my unity game... but I would be curious to know what 'pros' or 'studios' do but it sounds like it would make most sense to not backup or git your samples and somehow run them from another drive/ directory / or something, ... just assuming like how a protools or Logic music studio would operate (sound banks as a 3rd party repo or whatever)
looks like thats what i am going to do
put all my samples in a single spot shared and refrence from there, ignoring from git
so my projects can share git, but the samples can be outside of git.. only my samples in /assets/ of my game will be included / saved
everything else would be like anything else in windows / mac / backups
I have a little problem with the way I currently have sound implemented into my game. This is my script and it works great until a second sound effect needs to be played. If that is the case the old sound effect will suddenly stop so the new one can play. How can I fix that?
public void PlaySound(string clip)
{
if(clip == "select")
{
AudioSource.clip = Select;
AudioSource.Play();
}
if(clip == "shop")
{
AudioSource.clip = Shop;
AudioSource.Play();
}
}
An AudioSource can only have one main clip
The exception to this is PlayOneShot() which lets you play any clip, even multiple at once
So should I change the PlaySound() function to PlayOneSound()?
So what should I do?
Use the method in the link as per the example?
ok thanks i will try that
Guys how do i make my audio source pitch slower i figured out how do make the pitch faster but dunno how to make it slower my current code is this ```using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SlowMo : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Q))
{
gameObject.GetComponent<AudioSource>().pitch++;
}
if (Input.GetKeyUp(KeyCode.Q))
{
gameObject.GetComponent<AudioSource>().pitch--;
}
}
}```
i mean you are pitching it up whenever u press down on q, and whenever u unpress q(keyup) it pitches it back up to default pitch.
if you change the second one to a different key it should work like what u need i think
Guys, what's considered a good practice for "area based" audio source rather than regular point based? for big or long game objects.
For example, lets say I have a conveyor belt 10 units long.
I kinda want the audio source to "slide" along it to the nearest point to the audio listener constrained to the area of the object.
I know I can easily achieve it in a script, but is it a good practice?
What other options are there? Besides riddling the path with audio sources but that's hardly worth considering due to the cost and complications
Now thinking about it if the conveyor can do loops, the sliding thing might not work great
how can i find an audiosource that is hidden
i have this audiosource that is playing
and i dont know where it is so i cant turn it off
What is the "correct/intended" way of implementing sound effects for a game object? Should I instantiate and destroy AudioSources as needed or have every single sound effect as an individual AudioSource component in my object prefab...?
I do wanna know if there is a way I'm not familiar of already to do this. I thought maybe there is something similar to reverb zones Idk...
In my case it's simpler, just one axis (2 if it'll be too wide maybe..) and no loops.
I may also use a spline to get the nearest point to a transform/gameObject with "Splines 2" I think it may be easier to implement that way
Thanks
What do you mean by "hidden"? if its gameObject isn't active, it wont play
You can use a pool.. or if you can "fire and forget" then use PlayOneShot on a single audio source. though it's a bit limited and will only work for 2D sounds I think..
Another possibility would be to use a bounding volume centered on the player to play the sound when approaching any of the conveyors with volume increasing by distance to closest one, regardless of direction
But the sound couldn't be directional either
Point inside area which is positioned to listener or player (depending of camera and game style) when they are inside area and to nearest position of area when player is outside area
Or a spline system and positioning to nearest position to player. Or multiple multipositioned emitters. Or area and specified exit points. Really depends a lot of exact scenario and time you are willing to put into it
Thank you both! I'm gonna wrap the whole thing inside an area and only update the position by a spline every x frames\seconds while the camera is within it
Hello folks
Sorry to bother you again, @wintry creek - If I may enquire, how did you guys handle the audio listener in TS? I haven't been able to look at my fixed cam project for a while, but I was suddenly struck by the difference between how audio is handled in a first person and a cinematic project. I assume you guys put it on the main Cinemachine camera?
Yup, audio listener on the main camera component
Is there a simple trick/effect in audio mixer that I can add to my characters footsteps to make them sound like they are bigger or smaller as they grow/shrink? I thought that I'd be able to just lower or raise the pitch and be good....but lifes never that easy...
I also would like to know... similarly i have a electric fence with a hum, but its long... say 30 units long... so what i did was put a audio source every 10 units, and put falloffs and min falloffs in FMOD so that it sounds consistent as i run along it... but always wondered how people handled longer objects where a center point on the model isn't indicative of the falloff range you want in a sound to hit the edges (hence why i did 3 sound sources to cover the length).
Bang on, thank you.
Use a different blend of 2d/3d mix
The audio for my machine gun weapons (10 shots per second) becomes very inconsistent once I set it to 3D. Some times it’s very low, some times it’s high, sometimes I can’t hear. My player moves in fixed update and shooting happens in late update. Happens even when player is stopped. Audio source is on a child object for the player that is close to 0,0 (where the player cinemachine virtual camera is). Any tips for troubleshooting?
I’m using play one shot because sample is more than 100ms
Btw audio noob here so I don’t even know where to start debugging 😅
Spline positioned audio sources are pretty common for these. Positioning every n units is also valid option if you have some multipositioning system, like Wwise has (= single audio source can have multiple positions)
Hello. When creating ambient sound for a VR/Unity/Quest2 project, what would you recommend?
use a single ambisonic sound source or
use multiple sound sources positioned in the surrounding space
Since it's ambient sound, you just feel it coming from the distance. I'm thinking of optimization, due to the limited capacity of Quest2. Any of these alternatives is better in terms of optimization or does not impact so much on quest’s resources, fps...
Thanks
Both wwise and fmod have an audio width parameter tho
If you are using mifdleware there is no reason to really go for that kind of solution.
@wintry creek it’s still always a sphere or a cone. You can’t handle something like a river with single sphere or cone
And electric fence is very much like that
Width parameter is not 3d coordinate width (as in stretching one axis), but stereo separation width
Now I’m also thinking that you could probably do approximation of straight fence with two emitters and very narrow cone, but this sounds super hacky 😂 (actually nvm, wouldn’t work)
Yeah but the thing about those kind of massive sounds is that they aren't potitional
Not in the traditional way
Your hear them everywhere so they become 2d sounds
Except after certain range where they do become positional again
Thats where there the audio width comes from
Trying to handle something like a really long fence with discrete sound points will not work
You will run into phase issues
To be more specific, you can make it work, I just think there are better approaches
@round moth If you want to post collab request use links provided in #📖┃code-of-conduct . Don't send unsolicited friend requests either.
oh tnx
Hey there is an artist on soundcloud whos music I want to use in my game. All their music is royalty free (CC 4.0) and on their website they say it can be used without credit, however CC 4.0 requires credit.
my question is, how do I properly credit the artist? I've never done this sort of thing before
@wintry creek I hate to say it, but you are just wrong. and this is not matter of opinion. Spline-based systems are everywhere and super common in games and middleware has nothing to do with it. Think of the fence or a river or something similar for a moment. Or better - go try some first person game with rivers and you'll notice how it's either emitter/multiple emitters positioned on spline or multipositioned single sound source.
idea of multipositioning, which is one of those fancy middleware features, is that you can have multiple positions for a single playing sound. exactly because you don't want to run into phasing issues or actually multiply amount of playing sounds, but have multiple attenuation points
Okay but thats a completely different boat lol using a spline attenuation system is not equivalent to using multiple different individual audio points in a spline
Well I mentioned both. And multiple invidual points is also valid, if you have proper multipositioning system, like Wwise has
Hey if I wanted to sync up events/unity events or just methods to music, whats the best way to do that?
Hi, how do you usually deal with the falloff 3D sounds that should be super loud? Example: an explosions is something you would hear 2000m away, but with logarithmic falloff this won’t happen because you can’t set very high volumes
Are you trying to sync parts of the music or like reacting to the beat? Is the music done by you? (Meaning you have the music projects)
just syncing in game visuals to the audio. no rhythm/beat based gameplay
Probably the easiest way is to add markers to the audio. A list with time/tag
And then have a script that reacts to tags => if (audiosource.time >= tag.time && !tag.triggered) react(tag); tag.triggered = true;
@celest horizon I haven’t done native Unity audio so executing this might be a bit tricky:
-Slooow fallof curve. Try more linear curve or even exponential
-Filter high frequencies according to distance. This way it will sound big from the distance, but not like it’s close
-Create a bus system where loud sounds like this push down volume of ”lower priority” sounds. Aka sidechaining. This is common technique to emphasize high volume without distorting everything and kind of simulates how ears work
And yes, loud and super long distance is always a bit tricky. Especially when you have to mix it with high priority, but lower volume sounds. (Example: player really really needs to hear if their shield system is powering down, even if they are in middle of explosion)
Thank you. I could imagine this being part of an Audio Engine 🤔
The side chain is super smart
anyone have any idea how to get the system audio to an audio clip?
i've tried using CSCore and NAudio but i cant find any information on how to actually get the audio into a .mp3 or .wav to then use in the clip
Does Audio Mixer volume stay the same when changing scene? or we need somesort of code form C#?
Errors during import of AudioClip Assets/Music/jessaudrey × svperior dwells ╺╸ spell fire.mp3:
FSBTool ERROR: The format of the source file is invalid, see output for details.
FSBTool ERROR: Internal error from FMOD sub-system.
how do i fix this?
Try importing a known good MP3 file.
Have you downloaded the clip with an online downloader, by chance? Because some downloaders output a mp3 extension, but the data itself is MP4.
all my other downloaded musics from ytmp3 😅
Tip, to quickly check the files, you can open them in this hex editor https://hexed.it and use the Tools > Identify File Format feature
HexEd.it is a free hex editor for Windows, MacOS, Linux and all other modern operating systems, which uses HTML5 and JavaScript (JS) technology to enable hexediting online, directly in your browser.
fanx
I haven't worked with audio in a long time, was hoping someone could point me in the right direction. Is it generally ok to have each SFX have it's own audio source component that is a child of the instantiating object? Should I have some kind of central audio manager or maybe have all my audio sources in a resources folder or something? Just looking for general advice, not specific implementations.
as far as i understand, you can have the audiosources anywhere and just have them output into audiomixer. you can then easily control them from there via groups. can have music group, sfx, voice etc
also have a question. is it possible to toggle the effects like lowpass on and off on a mixer via script?
Hi, i have a problem where the audio clip is played with a short delay after being called. Is there a fix?
it should be played immediately. Maybe your audio clip has a small amount of silence at the beginning of it?
I had to turn on best latency mode in audio settings, then it was better
hi, what's the best way of handling multiple sfx playing at the same time ? i'm making a multiplayer game where people can shoot and they all can pick up attack speed upgrades, however there's a limitation of 32 audio playing at the same time i guess, so after that they just stop playing
here's a little video i've recorded (exagerated bullet spawning just for testing purposes):
one thing you can do at the very least is to shorten the audio clip to only what it needs. Just kinda seems like it's a bit long after the burp.
Another thing, personally i'm a newb here, but maybe if your requirements tend more into a niche, perhaps using a different audio system could be an option. I.e. https://www.fmod.com/
thanks for the help, i will take a look at that !!
can you tell me what you think of this audio: https://youtu.be/dMp7WKfzAlE
the vocals
trippy
Hi all. I hope you don't mind if I share this survey here. It's something that I am doing to gather some feedback in regards to my ongoing Bachelor's thesis, which is a synth/drawing tool hybrid made with Pure Data and Unity. If you have some spare time to fill it out you or perhaps share it with some of your music friends it would help me a great deal 🙂 https://docs.google.com/forms/d/e/1FAIpQLSdoOGE1HaS7kF_qSQz6tZt7ZvOX8dKH9u_U118qGFnobxtd_Q/viewform?usp=sf_link
Thank you for participating. My objective with this form is to collect answers from members of the creative community that will help me take better design decisions for Synthpaint, which is my ongoing bachelor project at SRH Berlin School of Popular Arts. Synthpaint is meant to be a synth that bridges both sound and 2D art for live performances....
When I Reimport All, previewing audio works. Then I enter play mode, the audio does not play. After exiting play mode, previewing audio does not play again. The audio is not muted. Please help.
melodrive
Anyone have any suggestions for either free or cheap programs for making music? Specifically ones that allow me to use keys from a paino to create background music?
I turned "Loop" on but the music still stops playing after a while, is there anything else I could try?
oh and then it stops it starts playing again but after like 3 minutes
Are you sure there isn't silence in the audio file?
ohh I think I found it
do you know how to cut this in unity? I made this in beepbox and I have no idea about making music
nvm I somehow fixed it
Hello, i used a reverb zone for audio effects except now the effects are begin applied outside of the range i want , since the reverbe zone have a sphere form, anyway i can change it ?
or do i need to use something else?
does unity automatically do proximity or is that something i'd have to look into for coding/making/importing it? like if a player is saying a voice line 20m away, will it be the same loudness as the player saying it 2m away?
Hey guys. I've been trying to get on a spotify playlist. I found one through my distributor but you gotta get people to vote. Will you please vote for my song? https://distrokid.com/spotlight/djrevenge/vote/
Unity has many audio effects built-in, including distance attenuation
https://docs.unity3d.com/Manual/class-AudioSource.html
Does anyone knows a good way to make voices for games? Like for the typical background voice mixed with the alarm saying "critical core damage" or "warning".
Where can I get free background music for my mobile game?
the classic answer to this problem is kevin macleod's incompetech.com, where you can find tons of not-great-but-not-bad music that you can use for free so long as you credit him
of course, that does mean that many of the better songs are incredibly over-used - quite a few of them have become youtube cliches
at the time that it was released, kerbal space program's entire soundtrack was incompetech songs
there is also freepd.com, which has no attribution requirement but tends to have very... variable quality
Hey guys, any suggestions on cheap or free programs out there that'd allow me to record music or audio? I can't find any good recommended ones that uses a virtual keyboard.
what do you mean with a virtual keyboard?
something like fl studio's piano roll?
Like I can use my keyboard to play notes on a virutal piano and record it for audio.
ah, so you want midi support
in that case, your best bet is probably cakewalk
its far and away the best free daw you are going to find, but it also tries real hard to lock you into its ecosystem and make you depend on them for future expansion
if you want something a little more open, then i recommend lmms
though you do lose quite a lot in terms of UX
Thank you, I'll look them up!
let me know if theyre to taste
How do you get rid of that annoying click sound every time audio finishes or loops?
There shouldn't be. Does the audio pop on loop in other software such as Reaper?
What format is the file?
Nope. Only unity
mp3
Okay, .mp3 encoding adds a tiny bit of silence at the start of the clip, so popping is inevitable.
Do not use .mp3 for looping. I personally would avoid .mp3 altogether, stick to .wav and compress it to Vorbis (unless streaming)
@half wraith Do online converters do the trick?
Also my setting is ON streaming
should i still use vorbis?
I wouldn't convert mp3 to wav, you've already lost data; but if you have no other files and it's necessary: you might be able to find one which makes the file loopable. No harm in giving it a go
It all depends on what the file is used for. This is a useful doc: https://medium.com/double-shot-audio/choosing-the-right-load-type-in-unitys-audio-import-settings-1880a61134c7 (Updated - wrong link)
Thx
Can someone explain to me how an audio source's distance works with a 3d orthographic camera? is everything in view just shown as 0 distance?
Does the camera's transform distance matter since it's orthographic?
the camera has nothing to do with the distance. The relevant component is the AudioListener. By default it is attached to the camera, but it doesn't have to be. And it doesn't know whether your camera is orthgraphic or perspective. So the distance will only be calculated based on the transform positions of the AudioSource and AudioListener
Is there any significant performance costs of using PlayClipAtPoint a lot or is that just a microoptimization thing?
I would expect it has the same garbage collection costs as by otherwise instantiating and destroying gameobjects, as they can't be pooled
Meaning you'll get lag spikes if you call the method a bunch
how can i make the full audio clip that i have play? in my script, i reference it and call nextbotAudio.Play() , however im probably dumb and thats not how you do it|
it only plays the first like 0.2 seconds of the clip then cuts off.
If nextbotAudio is an audio source, and the clip is loaded: it should play in its entirety. Are you stopping it from somewhere?
nope. thats the audio source that has the sound (the image uploaded at the bottom mb)_
the audio clip has 10 seconds worth of audio.
Okay
I see what you're trying to do.
In that if statement, do
If (distance < NextbotDistanceRun && !nextBotAudio.isPlaying) {
Function
}
Sorry on phone
Correct. You're effectively calling the source to play every frame that statement is true.
Welcome!
hey folks, I'm looking for a way to get external audio into Unity - for example to play Spotify or similar (or really any audio the user's OS is playing) and route it into Unity so I can then use it as a Unity Audiosource. Is this possible?
Hello, my audio is muted, how do i fix that ? Cant remember how i did this
@minor widget Don't crosspost please. As suggested in #💻┃unity-talk, toggle mute at the top of the game window.
Sorry for that, thank you !
how i can add two clips to an audio source
for what purpose, playing concurrently, playing one after the other or playing one randomly
concurrently you need more then one source
for the other 2 options you need logic to change the clip when needed
Hello, how do you play with AudioSource's class methods a one shot clip that is "omni valent" meaning it can be heard with the same gain everywhere?
can an image be genereated using a spectrogram?
for example if a song or ambience clip were to play
and someone were to place it in a spectrogram, could it be made to generate an image of something?
Yes
Aphex Twin famously did that a few times
Probably easier to tell us what you're trying to achieve?
AudioSource.PlayOneShot() only takes arguments for the clip and (if needed) volume relative to the source.
So, you could set up an AudioSource to manage these clips and set the Spatial Blend to 2D - this will allow audio to be heard anywhere at the same volume.
Alternatively, if you want direction, you can set the Spatial Blend to 3D and set the keys at the start and end of your curve graph to be both 1.
If your clips are of different volumes and you want them to effectively normalise; select Normalize on the AudioClip import settings.
Hope that helps.
Is it difficult?
No
You just need a program to do it
Apologies for all do questions but do you know a program? Or may know how to do it yourself
I plan to add a number in the spectrogram for example a Big 5
If you google for it you can find plenty of options, even web based
Most DAWs probably have such a tool but if you don't want to deal with web apps or look into DAWs there's also this command line tool
https://sourceforge.net/projects/arss/
Thanks for the help I appreciate it greatly, cheers
How can I prevent the audio clip from being pitched when I look around/move?
nvm
doppler moment
My audio listener is on the player (left hand side) and the audio source is being played on the object to the right. You can see the audio circle range but I can still hear sound being played on my player.
Am I doing something wrong?
nvm, I figured is out that spacial blend should be 1
Hi there, I'm currently struggling to get Wwise working on OSX on intel chips w/ Unity. I'm new to the plugin. It works on one branch with nearly identical files to the main branch but I can't figure out what the difference is. I've run through git multiple times.
The error: DllNotFoundException: AkSoundEngine assembly:<unknown assembly> type:<unknown type> member:(null). appears on load and then every time a Wwise module is called.
If this isn't a good place to ask about this let me know! If you know of other places to ask for technical help for Wwise I'm very open to pointers! It seems like the forum has kind of exhausted solutions (none of them worked for me)
Has anyone had crackling audio when playing their game on mobile?
I've spent a lot of time reading up on this issue and attempting fixes over the past couple months without any luck 🥴
Hi, does anyone here have any experience with downloading a song from newgrounds?
I'd like to be able to do that for my game but I honestly have no idea what's the best way to do it.
I am aiming for something like what you have in geometry dash, you open the level and it displays the song name, creator and id and then you can download it.
All I need is just to be pointed in the right direction.
ok, so I've managed to download it but I'd still need some help with all that info
Ripping songs from games to use in your own is not generally "cool" in the copyright business
pretty sure geometry dash is doing this and as far as I know robtop never had a problem
and also, I am not stealing songs from other games, you can upload songs on ngs, they have an id and that's how you download songs
Ah, I must have misunderstood
Generally those kinds of games use an API (which is specific to every service) to download the song and song info, then either analyze the song for gameplay data or look up predefined gameplay data for that song in the game's own online or offline database
It seems that Newgrounds doesn't have an audio API so every song from there must be included manually with the game *or on its own file server (with the creator's permission)
I see, thanks
Hi, I am wondering how to play audio throughout certain scenes and change the audio in others, I want it to be continuous and smooth throughout.
thanks!
i answered you in #💻┃code-beginner
public Slider volumeSlider;
public GameObject objectBGM;
private float musicVolume = 0.75f;
private AudioSource audioSourceBGM;
private void Start()
{
objectBGM = GameObject.FindWithTag("BGM");
audioSourceBGM = objectBGM.GetComponent<AudioSource>();
// Set volume:
musicVolume = PlayerPrefs.GetFloat("volume");
audioSourceBGM.volume = musicVolume;
volumeSlider.value = musicVolume;
}
private void Update()
{
audioSourceBGM.volume = musicVolume;
PlayerPrefs.SetFloat("volume", musicVolume);
}
public void VolumeUpdater(float volume)
{
musicVolume = volume;
}
Hello, I'm having a little trouble fixing an Audio bug here. I've made a script that keeps the BGM playing when switching between scenes, but the volume "saves itself" after closing the game, and/or changes value randomly every time I Start the game despite setting the default value is set to 0.75f in the script and in the AudioSource component.
Anybody knows the reason behind it?
Could try not initializing musicVolume with 0.75f and not writing to PlayerPrefs every Update
Does anyone know if "audio.PlayOneShot(audioClip, volume);" volume overrides the audioSource volume? Like if I have my audioSource at 50% volume and I specify .75 for the volume override is it .75 of 50% of the volume or does PlayOneShot play the sound at 75% of max volume for that source?
Found this post from 2013 "When you call Play One Shot you can choose to add a volume scale parameter, which will be a percentage (between 0 and 1) of the Audio Source's volume." but I'm hearing volume levels that makes me think its overriding the audiosource volume completely.
Hey, I created a state machine and a few things depend on it - including audio files. Everytime the season is changed it should play 1 or 2 audio files. It works in terms of starting the audio files, but when I switch to the next season the old ones are still playing. I'm trying to find a way to stop them from being played when the season doesn't match them.
Here's my code so far:
public void SetAudioClip(string stateName)
{
if (SeasonStateMachine.Instance.GetStateName() == "SpringState")
{
AudioSource.PlayClipAtPoint(SeasonAudioSource1, new Vector3(0, 0, 0));
AudioSource.PlayClipAtPoint(SpringAudioSource2, new Vector3(0, 0, 0));
}
if (SeasonStateMachine.Instance.GetStateName() == "SummerState")
{
AudioSource.PlayClipAtPoint(SeasonAudioSource1, new Vector3(0, 0, 0));
AudioSource.PlayClipAtPoint(SummerAudioSource2, new Vector3(0, 0, 0));
}
if (SeasonStateMachine.Instance.GetStateName() == "FallState")
{
AudioSource.PlayClipAtPoint(SeasonAudioSource1, new Vector3(0, 0, 0));
AudioSource.PlayClipAtPoint(FallAudioSource2, new Vector3(0, 0, 0));
}
if (SeasonStateMachine.Instance.GetStateName() == "WinterState")
{
AudioSource.PlayClipAtPoint(WinterAudioSource1, new Vector3(0, 0, 0));
}
}
What can I add to stop the audios from playing on season/state change?
am trying to put sound effect in unity like 5 sec sound effect but it's not importing to a wave other 2 min music work fine but the 5 sec ones nope (i will send screenshot)
found solution (found another sound effect that works)
PlayClipAtPoint creates wholly new audiosource gameobjects to play the sounds which you have no control over
It seems you would make better use of Play() or PlayOneShot() methods
This way you can stop or fade out the audiosource that's playing
Hi
How can I make an object with a sound that if the player was far from it the sound starts to disappear?
Use "spatial blend: 3D" and the volume will scale by distance to audio listener
If you do not want stereo directionality you can also set Spread to 180
okay thank you
what's the max number of sounds that can play at once using PlayOneShot()?
because I notice that when playing a lot of long sounds back to back, they stop playing after a while until some end
I would assume by default 32, shared across all audio sources
https://gamedevbeginner.com/unity-audio-optimisation-tips/#voice_limits
thanks
can anyone recommend a spatializer/sound plugin for Unity + FMOD?
needs to work with procedural maps
I tried Steam Audio but am looking for alternatives.
Is it possible to have 2-3 tracks playing at the same time and when you enter something like a house, one track stops playing?
I'm trying to recreate something like the inside and outside of Hyrule's Castle from Breath of the Wild
I believe you can find resources for it by searching by layered or adaptive music
On the face of it all you need is to have multiple tracks playing at the same time and crossfade their volume to blend between them
The two main problems are to first crossfade while accounting for logarithmic conversion so volume doesn't dip in the middle of the fade, and second to have a system that keeps the audio layers in sync
I'm not sure what techniques or tools are necessary for the second one, but I believe FMOD does have something to help with that
omg thank you very much!
guys Is FMOD necessary? I wanted to use it, but there are still bad reviews
I require music blend, fade in/out
@heavy flicker No. You do not need FMOD for those features you can totally do it with just normal unity audio sources.
btw is if fmod worth to use?
if you have multiple audio engineers - sure. If your game is based on sounds - sure.
If you need AAA quality - sure.
Wwise is also nowadays free if your budget is below $250k
If I wanted to apply voice FX over recordings, what would I use? I am looking for paid software.
What exactly do you mean by voice FX?
Reaper is a great software for audio editing. I have a lifetime ProTools license but I still rather use Reaper.
Like adding reverb or distortion to your voice when telling a story
Ahh, I remember Reaper. I will check it out!
Reaper might be missing some simple effects like Reverb, but it can be added via plugins
FL Studio should come stock with more effects types.
Hi, were can i find free sound effects for commercial use? It's for a 2d mobile game
Freesound: collaborative database of creative-commons licensed sound for musicians and sound lovers. Have you freed your sound today?
Remember to check the licenses tho.
Not all of them are CC0
fl is a daw
oh he think about analog stuff
Classic chiptune (as in tracker mods which replicated the sound of 8bit computers) sound is done by just having very short single cycle samples, so you can pretty much use anything as an instrument by trimming a very tiny bit of a sample and looping it
I discussed something, with someone just now about making a sound mood board, and experimental audio from remixing existing audio samples before commiting to acquiring or making audio for a final product. I'm not suggesting plagiarism or piracy, but does anyone sample media from sites or services such as YouTube, or can advise what format and software to use for sampling such a sound mood board? I'm looking at Audacity as a default, so feel free to suggest an alternative.
Use Reaper for this. Audacity is a bit on the nose.
hi, how would you go about downloading midi from the web? Do I use this but change the audio type?
midi is a weird binary format that isn't audio you probably need a library to do the decoding (it's hell to do manually, kind of a big spec), apart from that it's just binary you receive it in a buffer https://docs.unity3d.com/Manual/UnityWebRequest-RetrievingTextBinaryData.html
and then your library of choice will give you the midi events to put into notes or to make something go bleep bloop
YT cutter, into an ffmpeg script to keep the audio only. Probably a better way but i'd do that
Hey everyone. quick question about project organisation. I have an NPC that i'm adding sound to, do you store the audio in the same directory as other audio, or do you put it in the directory with the character model, etc.
I want to add sound effect and music volume settings to my game, but several of my audio sources throughout the game (sound effects and music) have different volumes at default, plus the volume of some change in some situations. Many of my audio sources also already have an audio mixer output as well. Is there a way that I can simply assign each audio source as either a sound effect or music, and then multiply the audio source's default output volume with whatever the volume percentage is set to in settings? I don't want to have to multiply each and every audio source by the volume settings value in code, especially the ones that change volume dynamically. If there's a simpler way to accomplish this then I want to do that instead
Nested mixer groups?
I think you could do something like this to, for example, let the user control Music volume, but crossfade Battle music and Not battle music via scripts
ohhh ok. I will try that, thank you!
hello, I am having an issue where all of my audio is delayed, what could be causing this and what can i do to fix it?
Have you checked that there's no silence at the start of your clips, and you're triggering it to start at the correct time?
yeah, it worked fine before, but all my audio is now delayed
I have no clue what i did that could have changed it
Do you have the audio clips set to preload/load in the background?
Those settings are configured per-asset irrc
how do i check that?
Look at the audio assets and check what their settings are
I'll give that a try, thank you!
turned them all into load in the background assets, still have the same issue
It'll be the opposite, there's a table here that shows you the outcome of those settings:
https://www.gamedeveloper.com/audio/unity-audio-import-optimisation---getting-more-bam-for-your-ram#:~:text=Load in Background/Preload Audio Data
I can't think of other things that could cause audio delays tbh
okay, then it looks like i had them set correctly the first time... very odd
I would think its latency, but the rest of the game is running at a solid 70fps
The audio thread runs separately from the gameplay. So for there to be delays usually it's either a fault in the clip (prefixed silence), a fault in the logic (triggering it late), or preload settings becoming noticeable. I imagine you could have also set up a mixer in such a way to cause a delay, but I think that could only be on purpose
and i don't really see how it could be the first two, it was working perfectly until a few hours ago... I have many audio clips as well, they all suddenly got delayed
and they are all delayed by the same amount
It may not fix it, but restarting your computer might be something to consider
Thanks 🙂
Maybe your audio buffer size got bigger and you have latency because of that? What is the order of magnitude of the delay?
I don't know how unity handles audio buffer size in detail but I think it changes it
You can check with
AudioSettings.GetDSPBufferSize
Divide that by 44000 and check if that's about your latency
I am trying to run a series of audio analyses on real-time audio, and I want it to work with multiple microphone inputs.
When I enable the second microphone using Microphone. Start (device (1)), the sample values from the first microphone are frozen to the last recorded values. This is the same with GetSpectrumData also.
Does GetOutputData/GetSpectrumData work with multiple microphone inputs?
It seems that some sort of override is happening on the second Microphone.Start call.
Any other alternatives for getting the audio sample buffer for realtime analysis, when working with multiple microphones?
I could try with audiosource.clip.GetData, but how to get the same values as GetOutputData for getData
Thanks
Hey everyone. Is there a way to have PlayOneShot ignore changes to its audio source after it starts playing? I have a few sounds that I'm trying to play using only a single audio source. One plays with a few settings set via code including the volume, then while that one plays a second one plays with different settings. As the first one plays you can hear the second one change the first sound's volume as soon as it begins. I have a large list of sounds that I want to play at all kinds of different settings very often but I don't want to have to create a different audio source for every single clip that needs different settings.
No
You can define volume scale as an argument when calling PlayOneShot, though
Yes, I'm aware of volume as a setting but I'm needing other individualized settings as well such as max distance and spatial blend.
An audio source is the container for a playing audio clip's settings
As far as I know separating them is fundamentally impossible due to this
You could pool a bunch of audio sources and recycle them between clips while retaining control over their settings pretty efficiently I think
So if I have a character that needs quiet footstep sounds that don't travel far, and moderate impact sounds when they are hit or damaged that travel a medium distance, along with loud voices when shouting that travel far, I'd have to create three different audio sources and point the clips to each of them?
Yes, I was wondering if I could somehow have the code create a new audio source for each clip and then toss it out after the clip ends but I'm worried about the performance impact.
This is for an RTS with hundreds of units on screen at a time so I'm not sure if doing that would be okay.
PlayClipAtPoint officially exists for this reason, which creates and discards a new gameobject each time, and I don't see its use discouraged exactly
Still I would use pooled audiosources instead to avoid the garbage collection and to get control over audiosource settings
Consider also that you could have three different audiosources just chilling on the gameobject, no need to discard them
The performance expense comes from concurrent audio clips, not audio sources I believe
Hundreds of units is a lot though, so you may need to profile the impact of each solution and compare
Yeah, I'll have to give it a try and see what happens. Thanks for the suggestions.
You could do combining and just play ”lots of units walking” if multiple units are moving at the same time. For damage sounds etc you need a system for killing lower priority sounds and not playing them, if high priority sounds are playing. Define priority based on importance, distance and high priority time window (for example no need to consider explosion tail high priority, so high priority time window for those should only consist of loud beginning)
And ehm, as for pooling this isn’t really that different to pooling something like particle effects
(Yeah not what you asked for 😂)
There is no way to have an audio file shown in the animation window for the purpose of lipsync, is there?
not out-of-the-box, but achievable with editor scripting
I have a video player in a scene currently yet it plays audio when it is disabled?
Hi, Im kind of new to Unity and I was having this problem with all my imported audio. It seems that instead of saying "Audio Clip" in the Inspector panel it says Default Asset, and its size is set to 0B, which is weird because when you open it it clearly makes a noise. I dont know if anyone has experienced this or if this is simply a Unity configuration problem but any help would be great. Thanks in advance
This means that Unity cannot read the file for whatever reason
Usually due to unsupported file type or format
what file type is it? @nimble swallow
https://soundcloud.com/deploseer/sets/the-burning-lake-of-sorrow These are songs I made, I give you all permission to use them for free. ( or don't I really don't care either way )
They are non-copywritten (obviously)
If you need just the files and don't want to use an external source to download the audios dm me
I also have other songs/ambience
No. You have to use a pooling solution like Spazi suggested. In case this helps give context , building a pooling system for audio isn't unique to your need. This is a fundamental for effective audio design. The challenge is being able to pass settings down to a specific audio source in your pool and being able to update them in realtime as needed.
Your comment about different 3D attenuation sets means you would have to build out a framework that defined audio descriptions inherited by the pooling system. You would be taking on a fairly complex task here if you decide to build those system out.
So yes it's possible to construct something in Unity but it will be a really big effort. With hundreds of actors in the scene you're bound to run into performance and design issues that are too complex to solve in base Unity
One of Unity's particular weak points is their native audio system. It doesn't scale up all at all. This is where audio middleware packages come in like FMOD or Wwise.
anyone know how to use wwise on a unity project using git?
the sound doesn't work on the other machine
Im looking for a leaving scene/door sound effect not a door opening but that your leaving an area but i cant find any free ones online, can any one help?
I need some help, play audioOneShot does not seem to be working
when I check play on awake and loop it does work
here is how it is setup in code and in unity
the other 2 audio sources have the same parameters except for the audioclip
also, on the code picture the oneshot was the original code, I tried to use just play(); but that also did not work
You're not starting the coroutine correctly
looking for some help im trying to make my player be a certain potion only once, i was thinking if no xml save? is there way to detect no xml save rather then depending on a xml save?
What would be the correct way to start it?
thank you
Audio reverb zone underwater preset doesn't make it sound underwater
All it does is boost the drums a tiny bit
Any recommendations for a midi engine? Like how in Banjo kazooie as you move around the level the instruments change. I could render out each instrument as mp3 files and I probably will and do it that way with fmod. however I'm curious about the midi way
Hi
add a low pass filter
it cuts out all high filters
and gives it an effect that is underwater
Ok
Anyone use ableton, or the stems format?
Can Unity take that n do something with it?
I have to add an audio source or an audio listener to the water object
And the background music is played from another object
Someone working on a car game that has looked into granular synthesis, spectral modelling or pressure wave simulation?
(Being relatively new to audio, I failed at all three)
And adding the audio listener didn't work so
How do I do this
Wait
I think I can code it in
Did in fact code it in
Working on 3D Game Kit 'The Explorer' using Wwise as the audio engine for my university honours project. I've never touched code, but have a few ideas in mind
- interactive music system providing horizontal dynamic music
- footsteps tracking physical material
- reverb zones for believable ambiences
*believable attenuation on environment assets
Would love any pointers regarding these things, I'm still working my way through the wwise 101 and 301, while finding what other resources I can, like Alessandro Fama's website
This is the audio discussion channel
Sorry. 😦 I will delete
👍 Good luck tho, connection/permission problems can be tedious to solve
Generic editor problem questions would go into #💻┃unity-talk
Ty 🙂
Anyone willing to help me code and setup Space Thruster Sound? will pay for willingness
There is no reasonable or practical way to do this without either FMOD or Wwise. Midi is not directly supported in Unity. There are packages that give you a simple synth but they are not a complete solutions. Unity does still support tracker formats but you cannot reach or control them though code at all.
I am using FMOD!
Hey, I'm also looking into FMOD and seeing if it's the type of software I want. Could I use FMOD to layer sounds (for example a click, a thunk and an echo) to make a gunshot, or is that not the type of thing FMOD does?
You don't need audio middleware to play multiple sounds at the same time
If you want to mix them into one sound, you'd use an audio editing program instead
Yeah but in unreal you can change aspects of the sound based on variables in your game on the fly. For example changing the amount of echo on your gunshot based on the environment, or add effects to gunshot sounds when you are about to run out of ammo
You can change any audio related variables via scripting, including effects and effect zones as well as volume or other properties of audio sources
Middleware is not necessary for that either, though I believe they include some tools to accomplish those tasks with less scripting
Is there a way to loop a certain part of an audio file, then when a condition is met, transition to another part of that file and loop the new part?
Yes, Fmod can accomplish this. It has a unique Daw-esque workflow to it. But, you may be opening a can of worms. I am struggling with an Fmod issue right now actually.
what issue?
which is better?
Attaching audio clip in inspector to use in a script
Or
Having many empty gameobjects with a audio source compoent which has a audio clip set and use that in a script
I am confused about implementing oneshot sounds with an Event Emitter. The event emitter is working and will play a sound when an object is created, but it does not work with Mouse Enter. I created a 2d collider, etc., in trying to get the sound to fire.
... I wanted to write a oneshot script sound to work around the issue, but the EventRef -> EventReference threw me off.
I eventually just worked around the problem using a Unity event to cue Pointer activity and then call the sound from the event emitter. But it seems like the Emitter should be able to handle all of that internally.
if the sounds aren't in a world space like ui sounds, you could just attach an audio file directly to the script but I don't know how that works sorry. last time I tried attaching audio directly it didnt work very well
The former, no need to have an audio source per clip
a question about audiomanger, i found this question online but found no answer there so:
Should each enemy have all there sounds on their respective gameobjects even if their the same type? or have a container holding all the enemy sounds that you call from? If so what about enemy types that aren't in that specific scene? would having their SFX on the scene be a waste of resources?
?
I'm not sure what you mean by "type" in those contexts
You would have one AudioSource component for every source of audio that needs to have unique 3D position, uniquely changed properties like pitch, or individual playback stopping
As one AudioSource can play multiple clips, you would commonly need only one AudioSource on each enemy instance, as long as they can share properties, effects and playback
Audio performance is mostly just dependent on the number of audible clips playing at a given time, more info here
https://gamedevbeginner.com/unity-audio-optimisation-tips/
If you have no 3D audio at all and don't need to stop individual clips, I'm not sure why not have them all on one single AudioSource, although fitting music in there too would certainly be impractical
Gameobjects alone aren't very expensive, the important thing is what their components are doing
Trying to make sense of this. New to Unity and Wwise.
I've created a script for the player character to play a footstep event. It triggers from an animation event in the walking animation, calling the function in the script.
I test and get this error and no sound
wwise global had a bank missing, so thats sorted now
Not too sure what the receiver is.. could someone tell me where you would locate a receiver in this context?
I'm still quite unsure on how to solve this
Either add a valid receiver, or remove the event.
I read that
A valid receiver, is as my site indicated:
A component with a public method with no return value, that has a parameter that matches the event.
so
{
MyEvent.Post(gameObject);
}```
my whole script is this
{
public AK.Wwise.Event MyEvent;
// Use this for initialization.
public void PlayFootstepSound()
{
MyEvent.Post(gameObject);
}
// Update is called once per frame.
void Update()
{
}
}```
i dont understand why it calls that error message
Sure, as long as the event is parameterless and that component is on the Ellen_WalkForward GameObject
Yes
Even if its referenced in the event?
It's not referenced in the event
The event only has a string and a parameter, it doesn't know about the script
it expects the script to be on the animator's gameobject
I'm so confused
I don't know where I should be placing the PostWwiseEvent script anymore
I put it in the player character already
It needs to go onto an animation too?
I needed to do the animation events from the inspector, meaning I had to write the Function in. Its exact
Are you available to look over this with me at the moment over a call, I'll be as brief as possible @silk obsidian
Sorry to ask
Your function should not have () after it in that text box
and it should also not have an object assigned to it
Why
Because that is the script asset, assigning it there would attempt to send a MonoScript to the function as an Object.
It doesn't do anything with the object apart from attempt to pass it to the listed function
Okay, so that solves that problem
But now this happened- I think I heard my audio trigger
like a click, or pop though
I don't understand, because I thought I put an audio listener in on the camera that follows the player character, and it doesn't work
Wwise uses its own audio listener https://www.audiokinetic.com/courses/wwise301/?source=wwise301&id=Audio_Listener
I think you also generally disable UnityAudio in the project settings unless you have a need for it
and you're using an AKAudioListener?
Those errors sounds like things to google though, Unknown device error doesn't sound promising, but it could be coming from that previous error
This is the latest in the console
I put an AKAudioListener on the main camera
Reattached it and now its defaulting to "main camera"
I hooked it up to a CameraRig, but don't know if its the "main camera" as a skybox camera does exist
Generally fixing errors and warnings earlier in the stream of errors is more important than later, so I'd even start by getting rid of what's causing that SetData log, just to remove anything untoward
I dont know whats causing it
It was a synth script with an editor script
I got rid of it and now all the stuff that had the script i deleted is fucking crying about it
There a faster way to remove all these empty scripts?
hi.. i encountered this error, what does it mean "FMOD failed to initialize the output device".. and how do i fix it\
Any Wwise people working in Unity at the moment that could help with this issue?
Hello! I want to generate a Guitar Hero-like List of beats before the song starts and based on difficulty multipliers.
I have found this that gets me some music data, but for an ongoing song and just a piece of it.
https://docs.unity3d.com/ScriptReference/AudioSource.GetSpectrumData.html
For code reasons, I need to get the entire song's data before ever doing Play().
Getting something like this is enough, I don't really care about frequency, amplitude or anything that needs calculations and performance damage, just a simple Winamp like wave. Thank you kindly!
Trying to create a footstep linetrace system for player character so as they walk over a material, they get the corresponding sound.
e.g stone = stone, dirt = dirt etc. How do I do this?
Depends what your ground is made of
If each material is a collider, you could use an interface or trygetcomponent from a collision event or a raycast to find the physic material of the collider, or the ground material variable of a custom ground component alternatively
If the ground variance is purely within the textures of a ground mesh, you may have to try to get the color of the texture from a raycast to figure out the ground type
Or if the ground types are separated by material slots of a mesh (sub-meshes) then you need a wholly different system still
These last two I'm not familiar with, however
when i change the pitch of a sound source, is there any way to preview how it will sound other than starting the game?
it looks like it might be possible to get VSTs in Unity going [very limited, barebone, mostly suited just for effecting.., 2.x, (Windows for now)]
is there somebody who thinks this might be worth to use ?
I think not
Using a test scene (or a scene otherwise light to run) and "enter play mode options" can cut down the delay of starting playmode to just a few milliseconds which is about as good as previewing
Or you can keep the play mode on and try different settings live with a looping sound
ex.: (it's old and broken at places but hey what can you do..)
Hello, anyone had to deal with multichannel audio?
I don't have deep knowledge around audio topics but I was told to "set 7.1 ASIO driver output and 8 channels" - I believe I have something, but I'm not sure at all
For transitioning between a gentle breeze to a full on storm, are there available alternatives to crossfading two tracks? i.e. a synthesizer or the like?
google procedural audio. Tsugi Game Synth is at least one option, though I would guess there are some free wind synths (since most of them are just different kind of filtered noise and multiple lfo controls).
though "crossfading two tracks" is pretty simplified example of using samples, since you can construct the wind from multiple different layers and play with filtering, volume and pitch of those layers and in general consider playback engine more like a sampler instrument than just simple event firing system.
Been making box collisions to change the sound of footsteps and currently struggling with making collision areas for this temple area without the steps messing up and going back to default dirt sounds.
What would be the easiest way to make the entire temple area stone? As much as I initially wanted to make a raycast script I would much rather stick to one method using the box collider with AkSwitches.
Better wording for my question would be how to make triggers for difficult terrain.
in this case though just make the colliders large ignoring fine terrain details like volumes
plus you might want to shape the sound (e.g. volume / mix ) based on raycast angle to the terrain
but there's no easy answer
normally this can be done w/ 'sound materials' e.g. custom components per geometry, but in case of terrain that's rather pointless (you'd have to compute/cache the properties based on terrain position or something similar )
Ignore fine terrain details? So, make large collision boxes and worry about the vegetation collisions after?
Big boxes and spheres then
I thought about doing it with mesh colliders but it feels too specific and tedious
So in this case theres lots of floor and stairs that are stone, but some corners have mounds of dirt / vegetation.
I need to make sure each trigger box overlaps so on the "Collision Exit" my footsteps dont reset back to dirt
Or I'll make a completely separate trigger switch for the temple making it stone on enter / stone on exit, then make an object outside of the temple sending the steps back to dirt on enter
in any case don't do mesh colliders ( you might in specific cases ) but they can be expensive depending on what you're doing
e.g. you might get away with mesh collider just for the stone plateau on you screen..
Was thinking of doing a sphere collider from the center
using System.Collections.Generic;
using UnityEngine;
public class SCR_Player : MonoBehaviour
{
public float rayDistance = 1.1f;
void Update()
{
print(GetSurfaceMaterial());
}
private string GetSurfaceMaterial()
{
string value = SurfaceMaterials.Dirt.ToString();
RaycastHit hit;
if (Physics.Raycast(transform.position, Vector3.down, out hit, rayDistance))
{
if (hit.collider.gameObject.GetComponent<SCR_Material>())
{
value = hit.collider.gameObject.GetComponent<SCR_Material>().value.ToString();
return value;
}
else return value;
}
else return value;
}
}
public enum SurfaceMaterials
{
Dirt,
Foliage,
Metal,
Mud,
Stone,
Water
}
using System.Collections.Generic;
using UnityEngine;
public class SCR_Material : MonoBehaviour
{
public SurfaceMaterials value;
}```
using System.Collections.Generic;
using UnityEngine;
public class PostWwiseEvent : MonoBehaviour
{
public AK.Wwise.Event MyEvent;
// Use this for initialization.
public void PlayFootstepSound()
{
MyEvent.Post(gameObject);
}
// Update is called once per frame.
void Update()
{
}
}```
Where does wwise come in? How do I get my script to get wwise to switch the footsteps according to the surface material?
I need a line somewhere in the script that if the material the player is stepping on is stone, then wwise will switch the footsteps to stone
all i need to know is just a
if it hits the material
wwise switches the footstep
and where that goes in the script
its the only thing keeping me from just having footsteps out of the way in my project
so any quick help would be super appreciated
i just need to know how i can make wwise switch from the material being hit
i have never worked w/ wwise don't know who here; you clearly need "just a single line" which would, undoubtedly, be among the first things in their documentation i would guess
don't post whole code listings into chat @haughty wing thanks !
Hi, excuse me. I'm wondering if I can get some help with a little problem I have.
It's related to the microphone class.
I've tried asking my questions in other forums but the response I get is less than helpful.
If someone here is willing to speak a little about this subject that would be great and thanks in advance.
Start by asking the question
Then someone who knows the answer can respond right away
Yeah, I'm trying to avoid problems.
But alright... I'll put it this way.
I think my problem with this code is that when I unplug the microphone to plug it back in, I expect plug and play.
But what I get instead is a disruption in the program and the microphone stops recording.
So it works, the microphone records and plays back in real time.
Then I unplug the mic,
and plug it back in.
What I have is no microphone recording.
My question is...
how do I get the microphone to start recording again?
Just yield a single frame before trying to record after the device has been reconnected
@silk obsidian hmm, I'm not sure how that's done. IEnumerator?
Sure
I think that's what this While loop was intended for. It doesn't work the second time around.
It's not what that loop is for
Your setup is hanging the game for a while while it does this stuff too, it should all move to a coroutine and yield in the loops in general
I was just following this example on YouTube.
I'll try to follow your advice.
This is the video in question.
https://www.youtube.com/watch?v=CdNBsWowRbE&ab_channel=MyLittleUnity3D
Here's my setup that appears to work totally fine https://hatebin.com/kuhuwtbbbl
Thanks for that @silk obsidian. I'm about to fall unconscious over here so... I'll have to look at this awesome help you're offering me when I have both eyes opened.
But I have to wonder... why the hate? lol.
pastebin is a advertising-filled mess of a site
I see, well, I have a lot to learn.
I've been gathering all the info I can online about Unity and c#.
I don't necessarily understand the basics yet.
So I appreciate your help.
So no Coroutine then...
I'm tempted to try it.
I think you missed something 😛
Math without "f" is math without giving an f lol.
Nope... well, it was a good try.
Thanks anyway, I appreciate it.
https://www.youtube.com/watch?v=_asNhzXq72w&ab_channel=GamingSoundFX
I did not miss the f, it's System.Math.
If you're getting compiler errors, you would have to show what they are
You didn't? Well, I copied and pasted the script you linked to.
And I added the f on my side.
Oh oh! It works!!!
OH YES!!!! Now I just have to spend time studying your changes.
Thank you... I'm not worthy!
We can do without the memes (as they are against our conduct)
The only really relevant change is delaying a single frame before starting recording. Everything else is just re-written in a way I think generally makes more sense
Well, I like to be coherent. It's always better.
This is different:
private void FixedUpdate()
{
if (!_isRecording && _recordingCoroutine == null && Microphone.devices.Length > 0)
_recordingCoroutine = StartCoroutine(Record());
}
I'd like to ask you @silk obsidian, where did you learn this stuff?
I'd buy a book or follow a course if I knew of something worth the effort.
Because I bought some books and they just don't make sense.
- Wanting to make something, trying to make it, googling to a solution.
Everything's just time and general experience, no specific books or courses. Lots of prototyping that has never seen the light of day
The best thing for me was switching to JetBrains Rider tbh, because my code quality improved greatly with resharper.
I mean, reading your code I can understand it... taking the time to reflect.
But coroutines are still new for me.
Do you have a YouTube channel?
Heres an odd question, I'm trying to balance all my audio. We're noticing that, in some cases, users are complaining that the games stupidly loud, or some effects are loud.
Is there an easy way to handle this via Unity?
I guess our peaks are different, and we want to normalize that?
as bare minimum it's called compressor @turbid carbon and you should use it with your mixer on its final output (though you should apply more filters which make sense for your final mix)
Ah! Perfect thanks.
What DB should I be aiming for etc?
but no seriously that's probably $1mil question
: whatever makes sense for the assets you're using etc
Hi, I am trying to reuse a sound effect from another game but I don't want it to be obvious. Is there a way to change how it sounds but still sound good?
Anyone else going to gamesoundcon?!
Hey guys I have a question
How can I connect the AudioMixer to all my audioSource components
@everyone
@open pollen Read #📖┃code-of-conduct on how to behave on the server. Read the #854851968446365696 on how to ask questions. And also most channels have resources pinned (top right) in them with tutorials addressing common issues.
You need to go through all audiosources and assign the mixer to them sadly
@stuck frost Read #📖┃code-of-conduct about off-topic. Trolling will get you banned.
ok im sorry
hi can anyone give me advice on my composition
I'm super new to unity so i don't know how to do a lot of things - if I need to add ambient sound and/or sound effects for my sprite, whats the best way to do that?
Tbh i think i'll just add ambient sound, i don't really have enough time to try and find a script for specific sprite sound effects
(i think i got it)
guys, im having audio cut for my games, I use the audio source by these:
- get any unplayed audioSource
- set the new position
- set the audioSource clip
- play the audioSource
- set the audioSource as played ( equal to clip.length )
can this issue came from "Real Audio" in Project settings?
Cut in what way?
the audio played for a around 10ms, then disappear
What does setting audiosource as played mean?
I would try to Debug.Log() the clip.length as well as the clip itself when you set it
Those would confirm that the length is really the full length of the clip, and that another clip change isn't interrupting it
AudioSource already has an isPlaying bool
thats correct however I use PlayOneShot to use multiple differ audioClips
PlayOneShot doesnt leave anything behind, fire & forget
I'll try this & get back to you
{
if (IsNoGFX)
return;
if (!GetUnplayedSource(out AudioPlayer player))
return;
// if (player.LastPlayedTick == RunnerInstance.StaticRunner.Simulation.Tick)
// print($"A Audio Player LastPlayed Tick is used more than once! Tick :{player.LastPlayedTick} Id: {id}");
// player.LastPlayedTick = RunnerInstance.StaticRunner.Simulation.Tick;
player.Src.spatialBlend = spatialBlend;
player.Src.volume = _volume;
player.Src.transform.position = pos;
PlayOneShot(GetMultiAudio(id), player);
}
public AudioClip GetMultiAudio(string id)
{
MultiAudio expectedAudio = null;
foreach (var audio in MultiAudioList) // this is a collection of AudioClip { id, clip[] }
{
if (audio.id == id)
{
expectedAudio = audio;
break;
}
}
if (expectedAudio == null)
Debug.LogError("no id found of: " + id);
var index = 0;
if (expectedAudio.clip.Count > 0)
index = UnityEngine.Random.Range(0, expectedAudio.clip.Count);
expectedAudio.CalledCount++;
return expectedAudio.clip[index];
}
this is my code playing the audio, If you have time, I will be grateful to take a look on it
this problem has exist for a long time
Can you summarize what it's meant to do?
This seems quite a bit more complex than using separate pooled AudioSources
Ill simplified
I don't immediately get the benefit of keeping a list of active PlayOneShots since you can't control them individually anyway
Or can you?
sorry I dont get by what you mean here.?
Manager spawns 100 SOURCES
- get any unplayed audioSource
- set the new position
- set the audioSource clip
- play the audioSource
- set the audioSource as played ( equal to clip.length )
I guess you're listing the clips that are playing through PlayOneShot, could be wrong
But regardless of that there aren't methods to control individual clips playing through PlayOneShot, they always get their settings and state from the AudioSource at any given time
I may be severly misunderstanding
I did it like this
I store multiple different audioClips
and multiple spawned audioSources
So, they're pooled AudioSources as well as having pooled clips on top of that
So, you must track each active clip to know when the AudioSource is ready to be used elsewhere?
i cant really say pooled, but referenced
case 1:
player play footstep 5 times from 1s-5s
playAudioSource will be executed 5 times, the audioSources will be different but same clip
sorry forgot to expose this to you
it contains { id, audioClip }
the List<Source> is hidden in the inspector tho
how to car sfx
does anyone have an oscilloscope script so I can more easily design my procedural sounds?
procedural or canned?
idk how to explain it properly but my audo clips are playing at the same time when they shouldn't be
apearenlty the audio source says they are playing but it sorta jumbles up all the clips at once and then doesnt play them
Anyone tell me how can i control multiple sounds? for example when I play 1st sound and at the same time when i click 2nd sound then 1st sound stop automatically and then start to play 2nd sound. I need this type of system. so help me please.
https://media.discordapp.net/attachments/1028373665311621161/1037168116947492914/2022-11-01_20-54-26.mp4
who wants the equation for this bad boy
Wow thats nice, perfect for car game
Im hoping to make a configurable version in the future so its easy to set up and use.
I'm looking for more real sounding human voices especially text to speech, I'm currently using either RT Voice PRO or the Blaster Suite voice generator, they sound fine for what they are, but I really want to take it to the next level. Anyone have a resource for a good human voice generator?
Anyone know how to determine what the name of an exposed mixer group parameter is?
They appear in the top right corner of the audio mixer window under a little menu
can i ask something about fl studio here?
"Better" is subjective
Unless you need procedural, precisely timed audio or 3D acoustic simulation, middleware in my opinion isn't necessary
My take is go with middleware unless you need webgl. Will save you lot of trouble.
I’m a long time wwise user and lately I’ve been doing audio systems for unity so that I could partially replicate wwise features in WebGL built. Things like random container playback, music crossfading and beat aware transitions, bus volume sidechaining and audiosource management, which is often semiautomated with middleware. Even covering the very basics takes surprisingly long time.
So unless it’s a very very simple game or you need the webgl go with middleware. Wwise is free for low budget titles, fmod is free for low revenue companies, so it likely isn’t a money issue
FMOD is nice if you've got a dedicated sound designer or are an audio power user
what is the best audio compression settings for short sounds on mobile?
whats the best sound format for quality/compression?
If anyone is looking for thriller game Audio let me know!
If I'm using surround sound, is there a way to designate an audio source to play from one specific speaker (back right, say)?
with only what's available in unity you can e.g. prepare a multichannel clip with only desired channel populated, or alternatively change the channels outcome manually via scripting in OnAudioFilterRead/PCMReadCallback
Hi there, my Audio is automatically toggled off when going into play mode. The Mute Audio in the gameview is unchecked, I have a single Audio Listener in the scene and I do not touch anything related in code. Any idea on what's happening ?
That seems to have worked with all but 2 channels. It's like Unity correctly regards channels 1-6 and plays 7 and 8 in channels 1 and 2. Is there some documentation somewhere that says which channels correspond to which surround sound track? Or is it just 1-8?
To clarify I did the first option, preparing a multichannel clip
unity supports max. 8 channels (7.1), it should map them linearly to outputs, if hw matches (speaker mode in audio player settings)
WAV (lossless compression)
Framerate drops on WebGL when sound is played first time. I'm tried all different memory/compression settings, but doesn't change how it works. Is there some config I'm missing? If there isn't I'll just initialize everything by playing all sounds with zero/minimum volume on start.
Hello guys, sound is not playing in editor mode and on build, it was working fine few hours ago
how can I fix it?
Good morning. Is it possible to detect specific audio input/sources in unity? I know it is possible to detect mic input, but what about say from a specific browser window playing a YouTube video, for example?
Does anyone know a good way to have a sound manager a tried brackey’s but it was really slow
you'll have to explain what you mean by "have a sound manager"
reading audio from other applications on the computer typically requires elevated OS permissions, and probably would require the use of some native plugins as well
A script that manages audio like how loud it is what is the pitch etc also is it ok that my master audio mixer is at -30db
You don't exactly need a "manager" to change Audio Source properties with a script
Your game's audio should be loud enough to use the whole volume range without overshooting it
would it be possible to code something that makes unity support effect VST's? for instance, being able to use valhallaroom in unity and even change the knob values through code (for automation) or even through the VST gui for manual change?
hey everyone, i have a 10mb ogg file that I've placed in the streamingassets folder. Everytime I load it in using UnityWebRequest, it lags and when I check the profiler and look at the memory, the audio file is taking up 100mb of memory. Any ideas of how I can load the audio file without any lag and not that much memory usage?
Likely possible, but pretty much not worth it, since you would need to negotiate distribution deals with developers your self and vst’s are platform dependant
ah i didnt think about this, good points. thanks!
see #🔊┃audio message
the plugin GUI works, but it's not 1oo% stable overall, and this is VST2 only
but most importantly i have no interest of developing this further currently
it's being used as 'normal' audio effect on a gameobject - so that's another point - only plugin of this type, i.e. no host functionality such as transport etc. that's another issue; this is fx only
ayo looks pretty cool though, for what it is!
yeah fx only is not an issue for me
if i want to use like a synth or something i'd just use a DAW atp
yea those effecting plugins worked if they didn't need transport ), i'll mention how i tested this in a thread; there's lots of edge cases since all vst2 stuff is quite old at this point
VST2
hello guys. Im redoing an old project, where managed my own sound. in unity 2020 ; what sound framework you use? the one that comes with unity? any other. General tips welcome thanks alot!
If it’s any bigger project then Wwise or FMOD. Wwise is free for low budget/personal, FMOD is same, but it also depends of revenue. Both get the job done. Personally I would go with Wwise (mostly due to being used to it), unless it’s WebGL project
Hi, is there any difference between sounds above and below listener know unity? If yes, what is it? I was trying to understand with my low quality headphones and it seems there is no difference but just wanted to confirm
Hi, how hard is to create that bullet fly sound? I got logic in my tank game i miss this crucial sfx
Watch now via the links below.
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An SS Tiger Tank wipes out the entire platoon except ...
oh wow this has reaaally scifish sound design, loving the absurdity of it. Anyway, for that kind of sound I would try some distorted sustained metal sounds and play around a bit with modulation effects to give them some character (or add some synthetic layer). basically what makes it a bullet sound are pitch and amplitude curves
you'll get proper dynamics with correctly set up doppler i.e. 3d settings on the source for (relatively) fast moving audiosources
Iam new in SFX, Iam just bassicaly starting, is one SW enought or i need to start on several?
Yeah it is sci-fi, probably a tank shell never sound like this
SW as in software?
Reaper is practically game audio industry standard
A bit wall of text on subject.
Audio production basically works so that you have source sounds, a digital audio workstation software (DAW) and effect plugins. Source sounds are either real world recordings, synthesized or something already sound designed. Either you make your own, or use sample libraries these. Making your own means pointing things with microphone or using software or hardware synthesizers. Software synthesizers can be used directly inside DAW.
You layer these sounds and add effects inside the DAW. Game sound designers often work on top of video capture, so it's not that different in to film sound design on this part. What's different though is that you'll be making multiple variations for practically every sound and need to think about how the sounds are played inside the game, because the sound design part continues on game engine (and likely middleware in any bigger project.).
I would say pretty good freeish starting kit would be: REAPER https://www.reaper.fm/download.php , Melda MFreeFXBundle (if you install vst3 version of plugins you don't need to care about install locations, since there is only one default) for some additional effects, Vital synth https://vital.audio/ and freesound account https://freesound.org/ . Note that freesound has multiple different license types.
wow, this info u just give us is nice kickstart for future SFX Designers 😛
Thx a lot for your time
There is milions of Whoos effects on epidemic but none is close so i can use and modify it
@neat portal What i have so far
something I would try before going further with the actual sound - what @whole pewter said. Make the bullet itself sound target, tweak the doppler. I'm guessing the bullet moves too fast to work properly, so it will get a bit complicated. I would try something like instantiating (or actually using pool of audio sources, but that's another topic) gameobject which plays the sound and then follows actual bullet with some maximum speed. instantiate when bullet enters "swoosh perimeter"
also regarding sound I'm pretty sure that example of yours has some metallic layer, so try some metal sounds and create volume and pitch curves for them which mimic the swoosh you have and layer on top of each other
Yeah, bulllets are all moving frame by frame for now, cause i will code slow mo effect with camera fallowing shell soon.
For now i just play sound when bullet enters a radius around player Tank, simple but still effective, I dont have to deal with dopler right now sice sound will stop in moment bullet hit tank.
Hiting any other material than Metal is is using simple universal impact for now.
When you say "work on top of video capture", do you mean using the video as reference or something else?
Capture from the game you are working on
I guess it might be common to sync video to audio in a DAW? I don't recall seeing that though
Yeah, it is. Kind of depends of daw. Some very music focused daws suck badly with video or don’t support it at all without plugins, but everything which is also aimed for linear visual media or game sound design support video
Working on more complex character actions, cinematics or anything which needs specific timing would really suck without video
Hi, can someone recommend an asset for voice call with a good soundquality? I tried photon voice 2, but I am hearing a background noice over the whole time. (Connection Tablet - Hololens)
Hi, i got track loop sound, how to best control it from stoped track to full loop at max speed?
Volume only?
Hello guys!
How are you doing?
I am currently working on a project that generates a sound when certain event happens. and that sound is the android's system sound (the one that you can hear when "Ok, Google" turns on)
Do you know where can I get an audio file of that sound?
https://youtu.be/6CrOm8bYieg here u go
OK Google sounds
I took the original sounds and visualized in Synthesia.
Subscribe!
So I'm having some issues with sound file formats. I have mp3 files, but they look like this, and the Audio Source doesn't let me use them.
I need to make them look like this, but I'm not sure how to do that.
Hi, is there any difference between sounds above and below listener know unity? If yes, what is it? I was trying to understand with my low quality headphones and it seems there is no difference but just wanted to confirm
no.
unity's builtin spatializer is horizontal only
Can you check that the file compression format is correct for your platform / OS? https://docs.unity3d.com/Manual/class-AudioClip.html
I already fixed it, but thanks! 😎
thanks man, spent an hour searching the web,,,
Should've just search it in youtube
audio source is literally next to the listener(main cam), why does it not start on the far left...putting the source behind the listener(z = -8) makes it go to the left but values less than -8 makes the slider goes back to right again
yeah, u need to think more like robot 😄 it is just two notes 😄
Hi.I would like to ask if anyone knows what might be the cause of the sound problem I'm having. As can be heard in the video, at high fps it sounds kinda "normal" (with some distortion still), but at low fps the distortion and like the sound cutting is even worse. That only happens when Doppler is enabled in the audio source component. Sorry if this is not the correct channel. Any help is welcome
Hi everyone, I have a question about creating continuous audio. I'd like to create a somewhat cartoonish sound effect for pulling on a catapult / slingshot. The idea would be that the sound is reactive mainly to what the player is doing.
I came up with this so far https://youtu.be/z-UQ9s1tZ-M, though I am unhappy with it. This is using the displacement from rest and the speed in which its moving as a way of altering the volume and pitch. However, the actual sound effects sound awful when I play it.
Some examples of what I mean is a continuous version of something like this:
https://youtu.be/btk3FuwK0eM
Or this:
https://youtu.be/TLqL_68JPec
I can't just play a sound effect once as that wont line up with what the player might be doing, so it will need to loop, my guess is that I am close with how the audio is being distorted, however the actual audio I am looping might be the issue (right now its a bow sound effect looping, and a a whoosh sound effect on release with a one time release sound too on release.)
Any ideas would be appreciated.
I think pitch curve change is way too big. Try something like max 7 semitones.
@loud timber if you tried cutting the file and using something else than mp3 then I'm suspecting it's just not zero crossing.
i tried to line the waves up very precisely to 0 on the axis at the left and right
if thats what zero crossing is
@loud timber practically all loops are constructed by self-crossfading files. if you have the origiinal not properly looping file then fade out end, fade in start, cut and paste
it means that end of the file and start of the file don't match
the wave is not moving smoothly
What you did was like... good effort :D It's very rare that you could fix file end and beginning not zero crossing by just cutting if from the approximately right place. Cutting in a middle of a cycle and then doing just fade out and fade in might work for some files.
I need some ideas here
So im trying to make a system for engine sounds where it fades from idle to low to mid to high (unless there is an asset already made that does that, then ig i could use that instead) but the problem is that if i have for instance a space ship with 3 engines, i would need to add 4 audio sources to each engine for each clip. Due to limitations of voices, this could be ass if you have a lot of engines and a lot of clips, especially if you want a lot of different clips in between each other
For cars its easier as they only have one engine
But yeah, any ideas?
You should be able to do it with two per engine. You only need two when crossfading is happening.
Are the engines always in same state? Is this just positioning or are they invidually working engines?
Anyway - I don't think there is possibility to go below six with native unity audio (something like multiposition system in Wwise could do single audio source, if state of invidual engines is always same). Then independent of what kind of game it is do a lodding system which only uses two audio sources (as in one set of crossfading loops) for medium range ships and only single for distant ones.
Hmm true didn't think about it.
Altho there could be issues with the idle sound as i had plans to have the engine start up sound mixed in with it on the beginning and considering Unity supports loop points (which surprised me a lot) i could use one section for the start up and one for the idle loop.
But if i end the idle sound and play it again then it would start playing the ignition sound again (unless it's possible to start at a loop point instead)
Both position and individual working
Hmm yeah using one for distant ships sounds like a good idea
Unity supports loop points
unity doesn't support loop points
you must be using something premade which allows them
- btw fwiw i wouldn't worry too much about # of (virtual) sources, resp. the virtual sources are attenuated / not played / as needed - that's what they're for when hitting the limit - but setting everything up might be bit finicky at times though..
Well i use FL Studio's Edison to make loop points
So ig you're right
But im also somewhat right, albeit non unity made loop points
Hmm i see i see
I'll experiment with this
you're exporting loops as audio assets which unity imports - but the editor itself doesn't have any builtin support for any playback metadata such as loop points in this case
with a tiny exception of modules (https://en.wikipedia.org/wiki/Module_file) but even their playback is a hit or miss most of the time wrt looping points (and logic)
I'm confused, unity clearly can play sounds between loop point a and loop point b
Ig im misunderstanding you
post screenshot
you can play from any point to any point by manipulating time of the clip but that's user who's scripting it, you'd need at least custom marker(s) for a clip (if not doing it ad-hoc/blindly..)
@whole pewter hmm it's prolly custom markers that im thinking about then. take a look at this screenshot (i'm using a tank sound as an example). there is a section that is looped and you can see the loop markers there (the looped part is also highlighted)
as well as a video preview of it in unity
ok this looks like the editor preview is playing the marker -
if you aren't using another package which would import and support wav cue markers ( i suppose it's a wav file ) then unity must have added support for those meanwhile - interesting !
nah, no extra packages afaik
fresh project, packages wise (except for some test scripts and what not as im using a test project)
support wav cue markers
now im curious on what other formats it supports (when it comes to cue markers) (and yes it's a wav file)
k - disregard my initial comment about markers then 🙂 no idea since when they're working since there's no mention of this in documentation that i can find (obviously)
this might simplify the situation though you'll probably want to get some marker data from the clip since it will probably play from the start otherwise
but overall i'd just export final assets as complete ready (looping)clips and wouldn't bother w/ markers though tbh..
if you want them to follow seamlessly in the scene just use PlayScheduled and alter between two audiosources
Honestly i found this by pure accident so yeah xD
I'll think about PlayScheduled though
I kind of want to use the loop markers feature tbh and i heard PlayScheduled needs weird math and what not (might be wrong about it)
But we'll see
not sure if this is the right channel but the video i have on my mesh keeps playing its audio even tho i turned it off
audio output is turned off
Does the 3d audo delay sounds on supersonic sources or do I need to model that myself?
hey, anybody know how I can find the original soundpack of a single file? I have with me a sound file that I heard at least twice in my life and would like to gather a sizeable library for the future
There isn’t any technical way / site / tool etc
Short of asking the authors or sound bank enthusiasts about the sound in question there isn't really a way
I'd guess more than half of all the sound effects you've heard are from packs sold by the company Sound Ideas, so chances are this originates there too
Sounds like their style
It can't be too far fetched to ask Harry Mack himself for a referral to the sound pack he used I suppose, but I'll check Sound Ideas for their library too
thanks!
Sound Ideas has like gazillion libraries. Series 6000 is likely their most popular one library. They used to be very popular for multiple decades, so if something sounds a bit ... oldschool and is recognizable in multiple places they are likely candidate.
yea.. and it's a werewolf in its natural habitat apparently
could be anywhere really
hey guys! so i have rain going on but you start inside, how could i make the rain sound more damp and more realistic when inside
i tried a collision but didnt find success
@hazy martenone
instead of doing a full on physics simulation try to either use an audio effect when you're in the house or cross-fade to a different pre-made edited version of your rain sound that sounds like you're inside
how can i make it so an audio clip keeps playing when the audio source is disabled?
you wouldnt be able to hear the audio clip though
probably different formats
or something to do with the files
idk
Yeah, probably. But fortunately I figured out a workaround a while ago. But thanks! 😎
yw
I have an audioSource that plays the audioclip at the beginning of the game start but i have turned of PlayOnAwake so i dont know why it plays on awake. Any ideas?
What are you trying to archieve?
when an audio source is disabled and re-enabled, the audio clip inside it plays again
Ok. The answer is ”you don’t”, instead you use https://docs.unity3d.com/ScriptReference/AudioSource-time.html
When you disable the audio source you save the current playback time and then on enable you seek that time or that time + Time.time depending of how you want it
When dealing with lost of audio files is it better to serialize just the clips then make a function that creates an audio source, plays the clip then gets destroyed when its over. Or is it better to have an audio source for each clip serialized?
@fast girder I don't really know what this has to do with serialization? I prefer having two main methods - play audio through existing audio source of game object and play audio through pooled audio source gameobject. These pools act as categories (like long distance, medium distance, short distance, different priorities etc) and can also be used for playback limit adjustments
existing audio sources would be like "object defaults" for objects which often play audio without distance/priority changes
So I have a question for ambience and sound
Is it possible to have multiple zones in a single scene playing their own music, sounds, and have different lighting?
Answer to everything is yes
For example by activating and deactivating gameobjects or components based on player position or camera position.
Script with list of ”zone relevant” objects and activation and deactivation through trigger colliders would be relatively simple
Hey there! just wanted to ask a quick question, apart from freesound.org, which sounds libraries would you reccommend to get cc0 free sounds effects?
im having a problem with audio source. For some reason all audios i put into unity will sound corrupted when played: https://youtu.be/y-CWEb_PuaA
this is the original audio: https://freesound.org/people/EnduringAutomotive/sounds/170248/
The sound of a 2.2L 4-Cylinder engine while standing directly in front of the engine. For more information, visit enduringautomotive.com.
oddly enough, it only happens for the rocket game object
Where's some non-obnoxious sites to download free game sounds? Feels like everyone wants me to sign up and pay a subscription and/or nuke my email inbox...
freesound is good, just look for cc0 or attribution,
Hey, i have a problem with AudioSource. Sound is heard globally no matter where Listener is. Other AudioSources works as intended. I tried play around with AS settings and nothing helped. v.2019.4
Sound is played from Animator using Play() method. The only AudioListener on scene is on player character.
Anyone have an idea whats the issue?
Spatial blend 2D makes the sound audible everywhere, 3D applies distance attenuation
With a value of 0.5 I believe it will be heard everywhere at half volume and near the source at other half
hey i was making a dialogue sound for my npc interact script and i noticed that i couldn't hear the sound in game no matter what i did, not sure if this is really a scripting problem or more of a audio problem but i wanted to know what could be the problem
Shazam does SOMETIMES work with SI sfx
thats how i was able to find some effects used in Trackmania. Songrec has a better recognition system albeit i'm unsure on how well it works with sfx
Hello Unity people, and Happy Holidays / New Year!
I want to get the entire waveform / spectrum of a song** without playing it**, and** in one go**. All tutorials found use GetData or GetSpectrum which require the song to be played and in realtime / Update(), but I want it in one go.
The goal is to generate Guitar Hero-like beats. I don't want to manually make them, but have the code figure them out. Not looking for perfection, just want to automate the process.
Can anybody point me in the right direction on how to accomplish this? Kind of blocked by this :/ Thanks!
I would say forget the unity part and just search github. For example ”C# audio file spectrum analyzet offline” or something similar. Alternatively if your beat detection algo (I’m guessing some kind of bandpass + transient detector) works in realtime, just play the visualized audio, analyze and delay actual audio playback
hello guys! im having a problem rn, ive set up a settings menu so i can change the volume of my game and it controls the master group in my audio mixer but nothing will change when i change the volume. do i have to go through ALL OF MY AUDIO SOURCES and set change the mixer group?!?!
Is there any good tutorial on how to add surround sound thing to gameobjects. Like, I have an enemy ai and I can't see it and can only guess its position from the sound it makes. If it's on my left side, I hear it from the left only. IDK the term for this but would be cool if anyone could help me :D
Spatial Blend: 3D and Spread: 0
Ohh, that's all? fr? Lemme try it and thank you!
omg it worked! Thank you so much <3
Hello! I am writing a custom filter for the Native Audio Plugin and I am having troubles getting the data I need and would love some help.
When the flag UnityAudioEffectDefinitionFlags_NeedsSpatializerData is set, how do you get both the listener and source transform matrix? I need to be able to calculate the distance between the two objects in order to correctly apply my effect.
On the Unity docs page it says If a plugin initializes with the UnityAudioEffectDefinitionFlags_NeedsSpatializerData flag, the plugin receives the UnityAudioSpatializerData structure, but only the listenermatrix field is valid
There has to be a way to get the audio source's transform matrix.
I tried to hook in to the state->spatializerdata->distanceattenuationcallback callback and just set the volume there but that doesn't seem to have any effect.
Any help would be greatly appreciated 🙏
Am I dumb? Am I looking badly?
Can't find any free sound on assetstore that would be suitable for levelup, winning a stage, etc
There must be something for this purpose, this is just too common
OK I think I found something at last
Sound assets are not specific to any engine, so Unity asset store probably isn't the most prominent place to sell them
Audio asset packs are most often sorted by genre of game or by musical style, rather than by purpose of sound effect
Almost any happy jingle could serve as those examples, but consider that there's also no univerally recognized effect for those purposes
why is it saying PlayOneShot was called with a null AudioClip. even if it isn't "null"
Might be a problem in your code
AudioSource ac = GetComponent<AudioSource>(); ac.PlayOneShot(Boom);
I guess Boom is not defined or it loses the clip reference at some point
Could be another instance of the component that lacks the clip reference altogether, hard to speculate
the sound plays when i try it in game tho so it shouldnt be that much of a problem, right?
oh nvm i know the issue, the gameobject gets destroyed mid-sound effect
@mystic gate consider pooling audio sources and giving them a lifetime for the clip they are playing
Hey, I got a question about sound design, although not strictly related to Unity so tell me if it's not the place to ask.
I'm trying to make a voice for my character's dialogue with just one sound (like a lot of indie games, Undertale comes to mind), and I want a high pitched sound for one of them.
Problem is I can't find a way to make it nice to hear, it comes off as irritating/annoying, especially since that character speaks a lot.
What parameters should I play with to make something good? I tried reducing the treble and that helps somewhat, but besides that I'm out of ideas. Could the problem come from the sample itself?
Any input would be nice, thanks
It will be very difficult to make something that works with just one sound. These types of dialogue, even if they feel like there’s only one sound, contain lots of rapid variations in different pitches (even lower ones). What makes gives the interest is the characteristic of the sound along with a sequence of pitches that makes it sound like speech
You can still try the same sound and pitch shift it, but that would also require some eq changes to make them a bit distinct
In the case of undertale, as you mentioned, it is annoying. So for that kind of sound. You’re on the spot
Hi y'all! I'm using FMOD, but it keeps throwing these warnings. I've got no idea how to fix them, any help is welcome!
Sorry didn't see your answer, thanks a lot 🙂
I do use pitch variation along the sentence. Still don't know what I'm gonna do with the sound, but at least I know there's no miracle solution :p
I’ve done these random syllables in a sequence couple of times and I would recommend to sketch in inside a daw and then recreate it through code
pretty sure i am getting audio pops from unity switching between audio sources due to the "voice" limit
i have a situation where 32+ audio sources are moving close to the player, and the closest 32 sources are changing
(im guessing unity just chooses the 32 nearest audio sources to play)
so i am getting subtle audio pops when this happens
@maiden silo use the profiler audio tab details view and it can show you when sounds go virtual . If they are very short they profiler might not refresh fast enough
How the priority system works is not documented unfortunately but it is still really valuable to use
the issue is that with my real voices maxed, when one real voice turns virtual (opening a spot for a different virtual voice to become real) then the pop happens
the intuitive way to address it would be to smoothly increase the volume of the virtual voice that is being made real (to eliminate the pop) but there's no clear way to achieve that
Hello, I am using 3D audio with the settings as mentioned in the replied message. But I can hear the sound although the gameObject with the Audio source is very far away although I set the max and min distance to 2 and 1 respectively for testing purposes, anyone know why?
I set the rolloff to Linear Roll off and it works a bit okayy rn 😭
Hey all, I'm using Wwise with Unity and have an issue where my developer can't hear anything. I've posted my issue to reddit here:
I'll read any replies in that thread, or here as long as I'm replied to or pinged. Thank you :)
1 vote and 0 comments so far on Reddit
i have to build an audio manager for a racing game that involves many simultaneously audible sounds (eg looping engine noises)...
letting Unity handle things defaultly almost works, except i get audio popping when virtual voices become real due to rapidly fluctuating proximity values
so im wondering what sort of system I should use to address that specific issue:
eg:
Should I make a dynamic pool of audio sources and distribute/play them dynamically according to which vehicles are nearest to the player (thereby staying within the real voice limit)
or
Should I simply do a manual check on audio sources each game tick and attenuate them past the 32n'd closest voice? (32 being my real voice limit)
how come when i clip out the starting silence, and it updates in the unity editor, it brings back the little silence?
I would save it as a new file to ensure it's updating correctly
It looks like a part of the sound wave you deleted was brought back, not that just silence was added
Also if you're using mp3, use .ogg or .wav to ensure the file format doesn't add any weirdness on import
Which would you recommend, ogg or wav?
I did save it to a new file, and the new file has the same issue
wav for quick loading, ogg for small filesize
Okay thank you
does anyone know how to loop a specific part of an audio after the initial part of the audio has already played
I have a problem
I'm trying to make a space shooter game. Whenever the player or an enemy fires a projectile I call AudioSource.PlayOneShot to play an SFX.
However, as the game progresses the player's and enemies' fire rate will increase so more and more bullets will be fired per second.
Resulting in too many audio clips played at almost the same time.
The end result is very bad: BGM is muted, superimposed fire SFX sound like noise.
What is a common solution to this problem?
My idea is to set a maximum to, say, 5 SFX per second and maintain a global counter; veto playing an SFX if playing it would break this limit
(Meaning some shots will not actually play their SFX)
Is it a good idea?
I mean this must be a relatively common problem, so I hope there also is a commonly accepted solution
depends a bit what kind of game it is
-Distance based prioritizing. When over playback limit prioritize nearest sounds and allow them to steal voice (=stop the lower priority sound, play higher priority one)
-Context based prioritizing. For example sniper rifle is higher priority than pistol, so it's allowed to steal voice from pistol sound. Equal sounds are either steal or skip playback voices (you just need to try which works better.) This same logic can be used for everything and not just weapon sounds. Like footsteps are lower priority than physics collisions and weapon sounds in general are higher priority than physics sounds and explosions are higher priority than weapon sounds and so on
-Time based prioritizing. First n milliseconds of sounds are considered higher priority than rest. Start of that weapon sound is more valuable information than it's long tail. Lower priority sounds are allowed to steal voice from higher priority weapon tails.
I'd say these are the most common techniques for managing amount of sounds. Then there is also possibility of using various kind of compression techniques, which don't limit amount of sounds, but try to prevent them from turning into noise. Most common is just regular audio compression, less common is sound instance amount based compression. (And in case you don't speak audio - compression in this context = lowering amplitude when it goes above specified threshold. Amount based system wouldn't meter actual amplitude but just amount of sound instances)
X sfx per second kind of systems you described are used too, but rarely alone. Again depends of what kind of game it is, if you can combine it with some other techniques. This is kind of variation of time based prioritizing system.
I think you can use this to seek to a specific part
https://docs.unity3d.com/ScriptReference/AudioSource-time.html
But note the warnings about compression
A novel solution might be to have a global system that tracks how many times a specific audio would be played per frame, and then play a single pre-authored version of that instead, mixed to sound stacked or more intense but not overbearing
If the audio is positional, the combined audio would have to be played in the average position, with a more neutral Spread
If an audio is repeating rapidly and predictably, using a premade loop will reduce the audio count greatly
In that scenario you'd have a start, loop and stop sounds, or start+loop and stop where the looping happens by seeking back
These combination systems are somewhat iffy with shooting sounds often, but again really depends of game. Combining high information value things easily goes into complex priority system rabbit hole anyway.
but +1 for loops, if they are rapid firing weapons
How come my audio sliders I have linked to my audio mixer seem really loud unless I set it to like .05. -- .50 seems like what should be max volume, it seems like I'm not getting enough variation in sound between 0 and 1 on the slider, it's either really loud or quiet.
Audio cannot become louder than 100% by increasing volume, so first and foremost verify your system and device sound levels
Volume itself is a logarithmic scale, so you need to convert it to linear when dealing with sliders if you want the slider position to match perceptual loudness
Yeah I get it can’t be louder than 100%, just seems really loud at max and not a big change until minimum. I’ll try the recommended change.
the thing is that hardly anywhere do we manipulate audio volume with linear values, because we don't really perceive 50% amplitude as 50% less loud
which is why unity audio component volume sliders also feel very weird
(just repeating what Spazi said, but also the reason why it feels wrong)
I probably meant to convert linear to logarithmic, not the other way around
Can anyone tell me why my audio sounds weird? Has a weird echo and popping sound even in the Project window when I play it there. I tried taking it out and putting a limiter on it in Audacity, but still has a weird sound.
Sound fine in Audacity though, just in unity does it sound weird.
Sounds fine in other projects also
do you maybe have multiple audio listeners? (typically on cameras in smaller projects) If you say it sounds fine in other projects, somethings probably broken in that scene you're working on
does anyone know where to find a sound clip of a parrot going "bwak"? I checked free sound and a few other libraries, but they have real parrot sounds. For this game project, they want a funnier parrot sound... It might be easier to just record a sample in this case
Only 1 listener. I would say it’s the scene if it wasn’t also broken in the project window. So not even in the game itself it already sounds weird, but outside Unity and in other projects it sounds fine in the project window and in game.
That is very strange. Check your imported assets in case anything off there, not sure what it could be
im so sorry to bother you but how do i get unity to accept my microphone as an input?
thanks!!
I am in player settings but cannot see anything to 'enable' to allow this to happen for my pc
you don't need to 'enable' it on windows ( i suppose it's on windows ) - just use Microphone class in user script
thanks!
the range of HW Unity supports via Microphone is not 1oo% so there are occasions where a HW wouldn't work ( such as kinect mic arrays, or line-in inputs ), but most common consumer devices / mics are accessible
on newer Windows you should check whether the app (unity editor) is allowed to access the HW (in privacy settings - though this should be allowed by default IIRC), on mac/android you provide the confirmation string in player settings for builds
hey, how do I make sure a common sound effect in my game doesnt layer over itself too many times?
like, I have a coin pickup sound effect, and I want it to be able to layer a few times, or overlap slightly as it plays in rapid succession, but I dont want it to be blaringly loud if the player picks up like 20 coins at the same time
my initial idea was to have the sound effect come from a single audio source on the player, but that means it cannot overlap itself at all, it will just play once even if 20 things trigger it on the same frame
which.. I guess should work, but my original question still stands
Usually you just have playback limit so that for example maximum 5 coin sounds can be played at the same time and after that either new ones stop previous or are ignored
And amount of variations is at least the amount of allowed sounds
Playing multiple identical sounds on top of each other will result in unrealistic volume increase and sound like just that - one sound played at higher volume instead of multiple sounds played at same time. (And having very time difference will lead to phasing effects)
I wanna try make a good soundtrack to my game does anybody know how to make retro styled music?
Hey guys, anybody know of a good audio system to switch between tracks smoothly? Or a way to check if a track has finished to play the next one?
Sup guys, i have problem with audio. I have background music and i want to change it while player is in combat. It does change the clip but i cant hear the music. Any ideas?
u need to start the clip maybe with Play(); 😄
I fixed it, but ty
I'm new to composing and I've been working with Bandlab's Cakewalk to start off. I've been struggling to find appropriate sounds, even when comes to a sound/instrument that's fresh in my memory, as I'm mostly illiterate to audio production terminology; I'm currently just researching families of musical instruments and their sub-categories. More so difficult, is browsing instruments and effects for the intended emotion when I don't have a particular sound in mind.
In that light, of seeking categorized instruments for the sake of identifying sounds or acquisition for audio prototyping, does anyone have an online guide or library you'd recommend for finding or learning desired sounds? Availability for commercial use ( free or paid ) is optional. So far, storyblocks.com and epidemicsound.com seem ok for the aforementioned, just limited in scope and painful to browse. And in Cakewalk, I seriously don't know how to import sounds to be used in the MIDI editor, or if that's what I'm supposed to be doing xD.
Hi , I am new to audio stuff , Can you guys guide me to some decent-good free resources for music and sound effects which can be used in games for commercial use.
Thanks in advance ^^
hey ! Depends on what you are looking for ! are you looking for custom made content or ready to use packs of sample for a game ? If you want ready to use stuff there is game market that is great, if you want it custom made (which is obviously better for the long term in a game), you can start looking on fiverr for music composers and sound designers 😄
Hello ! I can recommend this video ! I don't know if it's maybe too complex for you or not, but you can learn a lot still and understand how sounds are made 😄
https://www.youtube.com/watch?v=cqJKzJPKoZE
Creating any sound starts with understanding what type of elements creates the sound itself. Today, we are taking a look at a simple chart that can help you how to create any sound.
🔊 MY ONLINE COURSES 🔊
https://courses.mercurialtones.com/
★ FILES & SOUNDS & TEMPLATES ★
🎁DOWNLOAD PROJECT: https://www.patreon.com/posts/66741870/
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Thankss ^^
http://en.wikipedia.org/wiki/Kurt_Harland
Kurt Larson speaks about his career in videogames. Filmed at the Museum of Art and Digital Entertainment in Oakland, September 27, 2012.
Is there any kind of Limiter component for Audio Sources so they cannot go over a certain volume? When I kill 10 enemies at once my ear drums get blasted because the audio seems to play additively on top of each other.
Are you using a middleware like FMOD for sound ? If yes, you can limit the number of voices for a same sound to be played at the same time, and if not, you can try to implement it yourself in Unity by having your SoudManager count the number of same sound that has been played each time you play another one (via a coroutine) and check if it's above a number you don't play it
I wasn't using middleware, but I have just now seen this Audio Mixer thing in the assets dropdown. It looks like it's some sort of threshold limiter? Trying to figure out how it works.
There is a way with a compressor in the audio mixer to mimic a limiter in unity by putting the ratio to the max, but it's kind of a bandage more than a solution to the problem of "there is a lot of the same sfx at the same time"
You can add your audio sources to the audio mixer in one rack and add a compressor with some threshold and a ton of ratio to make this trick
Again, it's just a bandage
the compressor
I told you something wrong, there isn't even a parameter for ratio on the compressor, so I'm not sure it will be super efficient 😢
To reduce the volume effectively, you'd have to do it before the peaking happens which I assume would require counting the sound sources with a script
At which point you could be simply skipping the extra sounds from playing at all
At least I don't think playback amplitude is a variable you can read or detect in any practical way?
I think it is the best way yes, but it's not at all with the audio mixer, it's code
I did figure out how to do it using the compressor effect. It worked quite well 👍
Do you have ten variations of enemy death sound? if not, then don't play tenat same time. Even if you do have ten, it's likely not good idea. Compression and "amount compression" (I have no clue if there is proper term for it, but this is what I've called it) which Spazi suggested are both valid techniques though for controlling specific kind of "audio spam", but imo enemy death sounds don't usually go into that category
How many audio clips playing at the same time is too much? Like footsteps. When you have more than 40 foots steps around it doesnt really matter anymore right? and performance will be effected. so how expensive sound is in unity?>
I didn’t ask help and this is not really related to that previous question
That depends on many factors determining how the sounds are stored and played
https://gamedevbeginner.com/unity-audio-optimisation-tips/
Performance optimization is always project- and hardware-specific in any case
I'm a bit confused..
I have an audio source in my project with a custom volume curve that falls off to 0 at distance 20.... when I play the scene I don't seem to notice any volume falloff though.
My audio listener can be seen beyond where the volume should be muted, but I can still clearly hear the audio.
Hmmm maybe check the "spatialize" setting (I'm not sure it is this that makes the issue) ?
No unfortunately not, that forces specialization entirely which breaks the constant 'stereo' aspect I require for my use.
I think 3D sound settings are only working on 3D spatialized sounds in Unity, you may need to not use those settings and make a custom thingy via script
All the other curves work fine, just not the volume one.
Damn, I'm sorry without the project it's hard to see here what could be wrong
How do I implement Audio in my game(s)?
Like let's say I want to implement a background audio, and then a audio file for a button being pressed, for example
Hey ! Suggest you start simple with this kind of stuff, learning AudioSource and how to use them in code
https://www.youtube.com/watch?v=ln4ilSVR1Ug
Fast tutorial on how to play audio clips in unity using a C# Script
I think yes ! If you have the part where the code is called with your button, you can call the sfx here
I actually do!
If you want a bit more "in depth" (it's still the basics don't worry), you can go to our famous brackeys tutorials ahah
Learn how to add sound to your game!
● Download Audio Manager: http://brackeys.com/wp-content/FilesForDownload/AudioManager.zip
● Audio Import Settings: https://docs.unity3d.com/Manual/class-AudioClip.html
♥ Support my videos on Patreon: http://patreon.com/brackeys/
············································································...
And question, Zakku, for a FPS game, which of the audio videos you sent me, should I start with?
I think for any game I'd suggest the second one, you'll get the full picture with it, usable for any type of game. The first one is a tiny case scenario
But both are good, right?
Thank you Zakku, you a real one, you WILL get a special thanks place in my next game
You better thank Brackeys I think ;D
Can anyone recommend me a good place to find some free sound effects? I cant find any that would sound right
hey guys im absolutely clueless on the topic of audio, I am making a multiplayer first person shooter and I want to add gunshots and footsteps, anyone know of a good tutorial to do something like that, while also being conducive to multiplayer?
thanks in advance
right now juggling between either brackeys or code monkey, I think ill just watch both
Both are great yes for single-player audio implementation, for multiplayer sadly it's out of my range
what application to use for 2d sounds for beginners?
It may help to be more descriptive
Audio applications are designed for generating sounds in a specific way or performing specific audio operations
Does anyone need sound fx for their projects? Looking to gain experience. Thank you!
I do
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Do you know an alternative to bosca ceoil that s free and has the same simplicity? I cant intsall bosca ceoil because i cant insrtall adobe air
hey all I have a customer request which is basically to create an audio editor in runetime in unity, IE clip the audio cut audio possibly even add tracks. Does anyone have any examples on how this can get done or any ideas? Im thinking we might have to use something like an FMOD but im unsure if unity audio tracks are smart enough for this ask
truth be told I have no idea how to accomplish this ask
so im pinging here :Dm
something like this suggestion is about the closest I can think of https://answers.unity.com/questions/1620648/how-to-trim-audio-run-time-in-game.html
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
https://forum.unity.com/threads/fmod-returns-error-code-36-fmod_err_invalid_handle-executing-setrelativeaudibility.1377675/
Maybe anyone know more about this? Or maybe there is some kind of workaround?
Hi there,
I have been using a Microphone.Start to record audio for 5 seconds but there big lag when i start recording on both android and ios phone. has anyone figured how to solve this issue. ?
Hi everybody, I'm having an issue with my sound. When I load my main menu the first time, the sound is OK. When I switch to another scene, the sounds become super low and coming back to main menu still keeps the sounds super low. I can't figure out why, I only have one audio listener and audio source, listener is on camera and source is on a child of the camera at (0,0,0) position.
I can't figure out what causes the sound to become so low. I thought a 3D volume was relative to the listener and source distance, so being at (0,0,0) distance should make it full volume, shouldn't it?
Recommendations on where to get free/cheap sound effects for my fps game?
did you check the asset store?
https://assetstore.unity.com/?category=audio&free=true&orderBy=1
Hi, hope I'm not posting in the wrong channel
I recently found this site (https://www.onemotion.com/chord-player/) while searching for a program to create music in for my indie game.
It's incredible but a bit restricting, is there a free alternative you know of that is a bit more feature rich?
thnx ^^
im dumb
After doing lot's of reasearch i found this blogpost which solves the problem for me.
https://shinerightstudio.com/posts/recording-and-playing-audio-in-unity/
anyone facing the similar issues can look.
Hey, I want to make a timer to change the music clip on a certain beat. I was considering making a timer in update, and then use PlayScheduled, is that the best way to do it? Cos I think the audio might be late if there's a freeze, or will PlayScheduled account for that?
PlayScheduled uses independent audio clock
I was wondering what tips you guys have to make a game feel more lively with sound? Ive got a battle royale FPS game about beans and it just feels too quiet. We have sfx for the guns, but other than that nothing. We’ve thought about maybe some ambient sounds just in the background and footsteps but was wondering if anyone else had suggestions?
Ambient and movement sounds do a whole lot
It's wise to check out other games and see what sounds they have in moment to moment gameplay
Also no reason why a battle royale game could not have music, if you can make it work
Yeah I was planning to look at some other games, I felt like adding footsteps/music would be like a one or the other kinda deal if you’re dealing with sounds that the player should be really paying attention to. But thanks!
I've asked once but didnt get any answers so ill ask here
is there a way to log what audio files are currently being played in a unity game? I really need a specific SFX that I've spent over 2 hours searching for?
You mean in your game?
No, in any game
well specifically, river city girls 2
I've been able to extract all the audio files , i just cant find the file im looking for
Asset ripping isn't a topic for discussion on this server
Do you know a server i can go to or is it like a bad thing to talk about
It's kinda bad and also not really a topic we know about
Okay thank you for the help i appreciate it
Hey all! Even when I move outside the max distance, I can still hear the audio object. Is this normal behaviour, or am I doing something wrong? What I'm trying to accomplish is NOT hearing the sound at a given distance.
As you can see on the red curve, logarithmic falloff doesn't get to zero on a very short max distance
Use linear falloff instead of modify the curve
Thank you - I will experiment with this. Do I understand you correctly that the red curve must meet the blue line for it to be silent?
Yes, zero level specifically (in case blue line is somewhere else)
I must say I'm still struggling with this. If you look at this screenshot, you will see I'm some metres away from the object BoilingPot. What I'm trying to achieve is to NOT hear it from 3 meters away, starting to hear it from within 3 meters with the volume increasing to max when I'm 1 meter away. How would I do that?
The red line is still not ending at zero level
You can just grab and drag the points on the curve
I still hear it really loud. But - as I get closer it does sound different. I kinda feel like I added the boiling pot sound as background sound... is there a way to track where I used the asset?
The red line is still not at zero level

Are there complications preventing you from modifying the curve
Also note the warning about excess audio listeners
Well, I can, but it doesn't sound any different.
Yeah I think that might be the issue. I can see my original project name has a Main Camera which is a listener and so does the project's template character. Let's see if that fixes the issue.
This looks better
Here's where I get lost. Curve looks good. Max. distance = 0.1. Even when at the far end of the room I can still hear the boiling pot sound. I think I set as an overall background music - but how do I track that other than going through all objects one by one?
If you type AudioSource here it will reveal each gameobject with the component
That works like a charm, thnx. I found a 2nd object having the AudioSource component. Sadly audio still acts up. Even after creating a curve like this, with the player in a place where it should be 0, I still hear it. Right?
I think I figured it out myself - the spatial bland was set to 2D instead of 3D.
Makes sense! I should've caught that
No worries thanks for helping me!
actually, why is the spacial blend 2d by default?
its somewhat annoying to have to remember to change that on every audio source i have
i literally just had an issue because of that
why does my audio sound distorted?
Depends on the kind of distortion you're expriencing and how the sound is being played
i mean just imagine any bass boosted sound effect that might pop up in a meme edit
that's kind of how it sounds like
I think then you might have a mix that is "too loud" or too many sounds playing at the same time (maybe you are playing the same sfx twice at the same time for some reason)
it's definitely possible for the sound to play twice at the same time but this issue happens even if it's the only sound currently playing in the scene
Maybe you have a gain knob or volume knob that is cranked up ? Do you use any EQ or compression ?
At what volume do you play it ?
idk where the volume settings are
