#🔊┃audio

1 messages · Page 1 of 1 (latest)

wheat maple
silk oxide
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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?

faint folio
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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?

covert garnet
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is it possible to get the timestamps from notes placed in lmms?

covert garnet
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Im trying to make a rythm game by mapping the beat/level in lmms and exporting the beat times

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My script is made to create notes from x and y values

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Is it possible to convert the beat times in lmms to that?

covert garnet
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Or export the song as a text file perhaps?

versed moon
faint folio
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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)

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looks like thats what i am going to do

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put all my samples in a single spot shared and refrence from there, ignoring from git

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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

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everything else would be like anything else in windows / mac / backups

near finch
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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();
            }
    }
quasi hound
near finch
quasi hound
#

I don't see why?

near finch
quasi hound
near finch
#

ok thanks i will try that

wicked summit
#

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--;
    }


}

}```

frail halo
balmy coral
#

Guys, what's considered a good practice for "area based" audio source rather than regular point based? for big or long game objects.

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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?

quasi hound
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Now thinking about it if the conveyor can do loops, the sliding thing might not work great

cedar cliff
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how can i find an audiosource that is hidden

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i have this audiosource that is playing

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and i dont know where it is so i cant turn it off

whole rose
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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...?

balmy coral
balmy coral
balmy coral
quasi hound
#

But the sound couldn't be directional either

neat portal
#

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

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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

balmy coral
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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

plucky dune
#

Hello folks

woven barn
#

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?

wintry creek
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Yup, audio listener on the main camera component

foggy swan
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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...

faint folio
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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).

woven barn
wintry creek
celest horizon
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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?

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I’m using play one shot because sample is more than 100ms

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Btw audio noob here so I don’t even know where to start debugging 😅

neat portal
snow vale
#

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

wintry creek
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If you are using mifdleware there is no reason to really go for that kind of solution.

neat portal
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@wintry creek it’s still always a sphere or a cone. You can’t handle something like a river with single sphere or cone

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And electric fence is very much like that

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Width parameter is not 3d coordinate width (as in stretching one axis), but stereo separation width

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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)

wintry creek
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Yeah but the thing about those kind of massive sounds is that they aren't potitional

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Not in the traditional way

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Your hear them everywhere so they become 2d sounds

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Except after certain range where they do become positional again

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Thats where there the audio width comes from

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Trying to handle something like a really long fence with discrete sound points will not work

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You will run into phase issues

wintry creek
naive thicket
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@round moth If you want to post collab request use links provided in #📖┃code-of-conduct . Don't send unsolicited friend requests either.

round moth
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oh tnx

keen lark
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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

neat portal
#

@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.

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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

wintry creek
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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

neat portal
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Well I mentioned both. And multiple invidual points is also valid, if you have proper multipositioning system, like Wwise has

keen lark
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Hey if I wanted to sync up events/unity events or just methods to music, whats the best way to do that?

celest horizon
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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

celest horizon
keen lark
celest horizon
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Probably the easiest way is to add markers to the audio. A list with time/tag

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And then have a script that reacts to tags => if (audiosource.time >= tag.time && !tag.triggered) react(tag); tag.triggered = true;

neat portal
#

@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

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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)

celest horizon
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Thank you. I could imagine this being part of an Audio Engine 🤔

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The side chain is super smart

gentle pond
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anyone have any idea how to get the system audio to an audio clip?

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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

upper spindle
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Does Audio Mixer volume stay the same when changing scene? or we need somesort of code form C#?

dapper elm
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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?

chilly briar
dapper elm
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a file i made in fl imported fine

chilly briar
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Yeah that's the one downloading mp4s under mp3 extensions

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Try another one.

dapper elm
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all my other downloaded musics from ytmp3 😅

chilly briar
dapper elm
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fanx

gray axle
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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.

primal vessel
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also have a question. is it possible to toggle the effects like lowpass on and off on a mixer via script?

lilac orchid
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Hi, i have a problem where the audio clip is played with a short delay after being called. Is there a fix?

warm lark
lilac orchid
ionic idol
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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):

lean mountain
ionic idol
stuck frost
#

the vocals

sinful tide
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trippy

stuck frost
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the piano was downloaded a website for copyright use or w/e

#

ty

cedar flume
#

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

worldly nacelle
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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.

stuck frost
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melodrive

stuck frost
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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?

stone zephyr
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I turned "Loop" on but the music still stops playing after a while, is there anything else I could try?

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oh and then it stops it starts playing again but after like 3 minutes

quasi hound
stone zephyr
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ohh I think I found it

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do you know how to cut this in unity? I made this in beepbox and I have no idea about making music

stone zephyr
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nvm I somehow fixed it

barren wasp
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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 ?

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or do i need to use something else?

tiny stream
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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?

mint dirge
quasi hound
frank spear
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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".

near finch
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Where can I get free background music for my mobile game?

foggy depot
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of course, that does mean that many of the better songs are incredibly over-used - quite a few of them have become youtube cliches

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at the time that it was released, kerbal space program's entire soundtrack was incompetech songs

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there is also freepd.com, which has no attribution requirement but tends to have very... variable quality

stuck frost
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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.

foggy depot
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something like fl studio's piano roll?

stuck frost
foggy depot
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in that case, your best bet is probably cakewalk

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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

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if you want something a little more open, then i recommend lmms

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though you do lose quite a lot in terms of UX

stuck frost
foggy depot
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let me know if theyre to taste

brisk fjord
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How do you get rid of that annoying click sound every time audio finishes or loops?

half wraith
half wraith
# brisk fjord 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)

brisk fjord
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@half wraith Do online converters do the trick?

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Also my setting is ON streaming

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should i still use vorbis?

half wraith
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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

half wraith
brisk fjord
#

Thx

strange oar
#

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?

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Does the camera's transform distance matter since it's orthographic?

waxen shore
misty girder
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Is there any significant performance costs of using PlayClipAtPoint a lot or is that just a microoptimization thing?

quasi hound
tiny stream
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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.

half wraith
tiny stream
half wraith
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Sorry on phone

tiny stream
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so i have to make sure its not playing before i try to play it

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gotcha.

half wraith
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Correct. You're effectively calling the source to play every frame that statement is true.

tiny stream
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ohhhh

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gotcha, thanks for the help!

half wraith
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Welcome!

soft thunder
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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?

minor widget
#

Hello, my audio is muted, how do i fix that ? Cant remember how i did this

bold salmon
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@minor widget Don't crosspost please. As suggested in #💻┃unity-talk, toggle mute at the top of the game window.

minor widget
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Sorry for that, thank you !

pseudo gyro
#

how i can add two clips to an audio source

tawdry quiver
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for what purpose, playing concurrently, playing one after the other or playing one randomly

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concurrently you need more then one source

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for the other 2 options you need logic to change the clip when needed

noble perch
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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?

dusky violet
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can an image be genereated using a spectrogram?

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for example if a song or ambience clip were to play

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and someone were to place it in a spectrogram, could it be made to generate an image of something?

quasi hound
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Aphex Twin famously did that a few times

half wraith
# noble perch Hello, how do you play with AudioSource's class methods a one shot clip that is ...

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.

dusky violet
quasi hound
dusky violet
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I plan to add a number in the spectrogram for example a Big 5

quasi hound
dusky violet
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Thanks for the help I appreciate it greatly, cheers

inner loom
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nvm

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doppler moment

subtle pine
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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.

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Am I doing something wrong?

subtle pine
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nvm, I figured is out that spacial blend should be 1

cinder oak
#

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.

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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)

fickle lantern
#

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 🥴

signal wraith
#

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.

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ok, so I've managed to download it but I'd still need some help with all that info

quasi hound
signal wraith
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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

quasi hound
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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)

signal wraith
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I see, thanks

muted marsh
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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!

stuck frost
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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?

quasi hound
inner loom
#

How do I enable the "Lowpass Simple" audio effect via a script?

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nvm

empty vortex
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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?

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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.

real halo
#

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?

rapid obsidian
#

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)

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found solution (found another sound effect that works)

quasi hound
#

This way you can stop or fade out the audiosource that's playing

tropic ether
#

Hi
How can I make an object with a sound that if the player was far from it the sound starts to disappear?

quasi hound
tropic ether
#

okay thank you

warped inlet
#

what's the max number of sounds that can play at once using PlayOneShot()?

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because I notice that when playing a lot of long sounds back to back, they stop playing after a while until some end

hard gulch
#

can anyone recommend a spatializer/sound plugin for Unity + FMOD?

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needs to work with procedural maps

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I tried Steam Audio but am looking for alternatives.

inland jungle
#

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

quasi hound
# inland jungle Is it possible to have 2-3 tracks playing at the same time and when you enter so...

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

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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

mystic parrot
#

sad

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oh nevermind

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it was 0kb file

heavy flicker
#

guys Is FMOD necessary? I wanted to use it, but there are still bad reviews

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I require music blend, fade in/out

gaunt hemlock
#

@heavy flicker No. You do not need FMOD for those features you can totally do it with just normal unity audio sources.

heavy flicker
#

btw is if fmod worth to use?

gaunt hemlock
#

if you have multiple audio engineers - sure. If your game is based on sounds - sure.

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If you need AAA quality - sure.

neat portal
#

Wwise is also nowadays free if your budget is below $250k

trim jackal
#

If I wanted to apply voice FX over recordings, what would I use? I am looking for paid software.

hard gulch
#

Reaper is a great software for audio editing. I have a lifetime ProTools license but I still rather use Reaper.

trim jackal
#

Like adding reverb or distortion to your voice when telling a story

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Ahh, I remember Reaper. I will check it out!

hard gulch
#

Reaper might be missing some simple effects like Reverb, but it can be added via plugins

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FL Studio should come stock with more effects types.

frigid girder
#

Hi, were can i find free sound effects for commercial use? It's for a 2d mobile game

hard gulch
#

Remember to check the licenses tho.

#

Not all of them are CC0

quartz quartz
#

fl is a daw

jade totem
neat portal
#

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

prime nest
#

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.

whole pivot
high tapir
#

hi, how would you go about downloading midi from the web? Do I use this but change the audio type?

lusty oracle
lusty oracle
willow sparrow
#

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.

snow drift
#

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

quasi hound
#

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

snow drift
#

ohhh ok. I will try that, thank you!

shell crystal
#

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?

silk obsidian
shell crystal
#

yeah, it worked fine before, but all my audio is now delayed

#

I have no clue what i did that could have changed it

silk obsidian
#

Do you have the audio clips set to preload/load in the background?

#

Those settings are configured per-asset irrc

shell crystal
#

how do i check that?

silk obsidian
#

Look at the audio assets and check what their settings are

shell crystal
#

I'll give that a try, thank you!

#

turned them all into load in the background assets, still have the same issue

silk obsidian
#

I can't think of other things that could cause audio delays tbh

shell crystal
#

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

silk obsidian
#

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

shell crystal
#

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

silk obsidian
#

It may not fix it, but restarting your computer might be something to consider

shell crystal
#

hmmm... good thinking

#

I'll try that

lusty oracle
#

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

pearl wigeon
#

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

cursive matrix
#

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.

quasi hound
#

You can define volume scale as an argument when calling PlayOneShot, though

cursive matrix
#

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.

quasi hound
#

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

cursive matrix
#

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.

quasi hound
# cursive matrix Yes, I was wondering if I could somehow have the code create a new audio source ...

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

cursive matrix
#

Yeah, I'll have to give it a try and see what happens. Thanks for the suggestions.

neat portal
#

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 😂)

craggy cove
#

There is no way to have an audio file shown in the animation window for the purpose of lipsync, is there?

hard gulch
broken fractal
#

I have a video player in a scene currently yet it plays audio when it is disabled?

nimble swallow
#

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

quasi hound
#

Usually due to unsupported file type or format

hard gulch
#

what file type is it? @nimble swallow

thorn sparrow
#

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

meager storm
#

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.

boreal cradle
#

anyone know how to use wwise on a unity project using git?

#

the sound doesn't work on the other machine

idle ginkgo
#

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?

pearl steppe
#

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

eager phoenix
#

You're not starting the coroutine correctly

idle ginkgo
#

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?

pearl steppe
pearl steppe
#

thank you

stuck frost
#

Audio reverb zone underwater preset doesn't make it sound underwater

#

All it does is boost the drums a tiny bit

cyan glen
#

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

fresh geode
#

Hi

quartz quartz
#

it cuts out all high filters

#

and gives it an effect that is underwater

feral geyser
#

Anyone use ableton, or the stems format?
Can Unity take that n do something with it?

stuck frost
#

And the background music is played from another object

glossy wind
#

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)

stuck frost
#

How do I do this

#

Wait

#

I think I can code it in

stuck frost
#

Did in fact code it in

haughty wing
#

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

quasi hound
#

This is the audio discussion channel

stuck frost
quasi hound
thorny grotto
#

Anyone willing to help me code and setup Space Thruster Sound? will pay for willingness

meager storm
chilly stirrup
#

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?

quasi hound
chilly stirrup
#

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

quasi hound
warped aurora
#

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?

marsh meadow
left topaz
#

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

marsh meadow
# green roost what issue?

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.

meager hazel
warm lark
left topaz
#

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?

left topaz
#

?

quasi hound
# left topaz a question about audiomanger, i found this question online but found no answer t...

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

haughty wing
#

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

haughty wing
#

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?

haughty wing
#

I'm still quite unsure on how to solve this

silk obsidian
#

Either add a valid receiver, or remove the event.

haughty wing
#

What constitutes a valid receiver

#

Because I still don't know what that means

silk obsidian
haughty wing
#

I read that

silk obsidian
#

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.

haughty wing
#

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

silk obsidian
#

Sure, as long as the event is parameterless and that component is on the Ellen_WalkForward GameObject

haughty wing
#

So the script

#

Needs to be on the animation object too?

silk obsidian
#

Yes

haughty wing
#

Even if its referenced in the event?

silk obsidian
#

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

haughty wing
#

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

silk obsidian
#

Your function should not have () after it in that text box

haughty wing
#

Right

#

I'll get on that first

silk obsidian
#

and it should also not have an object assigned to it

haughty wing
#

Why

silk obsidian
#

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

haughty wing
#

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

silk obsidian
#

I think you also generally disable UnityAudio in the project settings unless you have a need for it

haughty wing
#

I'm pretty sure I have it disabled already

#

I have disable Unity Audio checked

silk obsidian
#

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

haughty wing
#

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

silk obsidian
#

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

haughty wing
#

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?

odd vault
#

hi.. i encountered this error, what does it mean "FMOD failed to initialize the output device".. and how do i fix it\

haughty wing
#

Any Wwise people working in Unity at the moment that could help with this issue?

devout oar
#

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!

haughty wing
#

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?

quasi hound
#

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

haughty wing
#

Would this work with a third person game?

torpid stag
#

when i change the pitch of a sound source, is there any way to preview how it will sound other than starting the game?

whole pewter
#

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 ?

quasi hound
#

Or you can keep the play mode on and try different settings live with a looping sound

whole pewter
chrome tulip
#

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

warm oak
#

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?

neat portal
#

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.

haughty wing
#

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.

whole pewter
whole pewter
haughty wing
#

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

whole pewter
whole pewter
haughty wing
#

Was thinking of doing a sphere collider from the center

haughty wing
#
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

haughty wing
#

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

whole pewter
#

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 !

acoustic heron
#

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.

quasi hound
acoustic heron
#

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?

silk obsidian
acoustic heron
#

@silk obsidian hmm, I'm not sure how that's done. IEnumerator?

silk obsidian
#

Sure

acoustic heron
#

I think that's what this While loop was intended for. It doesn't work the second time around.

silk obsidian
#

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

acoustic heron
#

I was just following this example on YouTube.
I'll try to follow your advice.

silk obsidian
acoustic heron
#

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.

silk obsidian
#

pastebin is a advertising-filled mess of a site

acoustic heron
#

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.

silk obsidian
acoustic heron
#

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!

silk obsidian
#

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

acoustic heron
#

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.

silk obsidian
#
  • 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.
acoustic heron
#

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?

acoustic heron
turbid carbon
#

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?

whole pewter
#

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)

turbid carbon
whole pewter
whole pewter
rose fossil
#

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?

acoustic breach
#

Anyone else going to gamesoundcon?!

open pollen
#

Hey guys I have a question

#

How can I connect the AudioMixer to all my audioSource components

#

@everyone

naive thicket
#

@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.

median yew
stuck frost
#

is there any way to put this song in a game?

#

idk the name

naive thicket
stuck frost
#

ok im sorry

chrome locust
#

hi can anyone give me advice on my composition

potent tinsel
#

how do I make a sound overlap?

#

nvm

deft panther
#

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)

heavy flicker
#

guys, im having audio cut for my games, I use the audio source by these:

#
  1. get any unplayed audioSource
  2. set the new position
  3. set the audioSource clip
  4. play the audioSource
  5. set the audioSource as played ( equal to clip.length )
#

can this issue came from "Real Audio" in Project settings?

heavy flicker
#

the audio played for a around 10ms, then disappear

quasi hound
#

What does setting audiosource as played mean?

heavy flicker
#

pretty much like this

quasi hound
#

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

heavy flicker
#

PlayOneShot doesnt leave anything behind, fire & forget

heavy flicker
#
    {
        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

quasi hound
#

This seems quite a bit more complex than using separate pooled AudioSources

heavy flicker
#

Ill simplified

quasi hound
#

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?

heavy flicker
#

Manager spawns 100 SOURCES

  1. get any unplayed audioSource
  2. set the new position
  3. set the audioSource clip
  4. play the audioSource
  5. set the audioSource as played ( equal to clip.length )
quasi hound
# heavy flicker sorry I dont get by what you mean here.?

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

heavy flicker
#

I did it like this

#

I store multiple different audioClips

#

and multiple spawned audioSources

quasi hound
#

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?

heavy flicker
heavy flicker
#

sorry forgot to expose this to you

#

it contains { id, audioClip }

#

the List<Source> is hidden in the inspector tho

ionic sedge
#

how to car sfx

pseudo helm
#

does anyone have an oscilloscope script so I can more easily design my procedural sounds?

pseudo helm
visual comet
#

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

mighty kindle
#

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.

pale oasis
pseudo helm
#

Im hoping to make a configurable version in the future so its easy to set up and use.

upper schooner
#

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?

frank inlet
#

Anyone know how to determine what the name of an exposed mixer group parameter is?

quasi hound
frank inlet
#

Thank you ❤️

#

I'm super blind so didn't notice that

clear escarp
#

can i ask something about fl studio here?

quasi hound
#

"Better" is subjective
Unless you need procedural, precisely timed audio or 3D acoustic simulation, middleware in my opinion isn't necessary

neat portal
#

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

versed moon
#

FMOD is nice if you've got a dedicated sound designer or are an audio power user

queen widget
#

what is the best audio compression settings for short sounds on mobile?

mild geyser
#

whats the best sound format for quality/compression?

quartz quartz
drifting valve
#

If anyone is looking for thriller game Audio let me know!

agile iron
#

If I'm using surround sound, is there a way to designate an audio source to play from one specific speaker (back right, say)?

whole pewter
mint sundial
#

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 ?

agile iron
#

To clarify I did the first option, preparing a multichannel clip

whole pewter
vocal solstice
neat portal
#

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.

ivory rivet
#

Hello guys, sound is not playing in editor mode and on build, it was working fine few hours ago

#

how can I fix it?

simple otter
#

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?

balmy obsidian
#

Does anyone know a good way to have a sound manager a tried brackey’s but it was really slow

warm lark
warm lark
balmy obsidian
quasi hound
timid wind
#

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?

restive eagle
#

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?

neat portal
timid wind
whole pewter
whole pewter
timid wind
#

ayo looks pretty cool though, for what it is!

timid wind
#

if i want to use like a synth or something i'd just use a DAW atp

whole pewter
#

VST2

minor crow
#

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!

neat portal
#

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

celest horizon
#

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

thorny grotto
#

Hi, how hard is to create that bullet fly sound? I got logic in my tank game i miss this crucial sfx

neat portal
#

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

whole pewter
#

you'll get proper dynamics with correctly set up doppler i.e. 3d settings on the source for (relatively) fast moving audiosources

thorny grotto
#

Yeah it is sci-fi, probably a tank shell never sound like this

neat portal
#

SW as in software?

thorny grotto
#

yeah, i see that reaper is good for making real word sounds

#

different

neat portal
#

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.

thorny grotto
#

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

thorny grotto
neat portal
#

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

thorny grotto
#

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.

quasi hound
neat portal
#

Capture from the game you are working on

quasi hound
neat portal
#

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

final pecan
#

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)

thorny grotto
#

Hi, i got track loop sound, how to best control it from stoped track to full loop at max speed?

#

Volume only?

stoic magnet
#

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?

thorny grotto
#

NVM i figured it out

#

now i have nice track sounds

thorny grotto
tardy rivet
#

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.

celest horizon
#

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

whole pewter
severe laurel
tardy rivet
stoic magnet
grizzled aspen
#

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

thorny grotto
rancid yacht
#

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

high frost
#

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.

neat portal
#

I think pitch curve change is way too big. Try something like max 7 semitones.

neat portal
#

@loud timber if you tried cutting the file and using something else than mp3 then I'm suspecting it's just not zero crossing.

loud timber
#

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

neat portal
#

@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.

loud timber
#

thats what i tried

#

ill source a .wav directly and see how it sounds

timid wind
#

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?

neat portal
#

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.

timid wind
# neat portal You should be able to do it with two per engine. You only need two when crossfad...

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)

timid wind
timid wind
whole pewter
whole pewter
#
  • 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..
timid wind
#

So ig you're right

#

But im also somewhat right, albeit non unity made loop points

timid wind
#

I'll experiment with this

whole pewter
timid wind
#

Ig im misunderstanding you

whole pewter
# whole pewter 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..)

timid wind
#

@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)

whole pewter
# timid wind 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 !

timid wind
#

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)

whole pewter
# timid wind nah, no extra packages afaik

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

timid wind
#

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

flat parcel
#

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

gentle dawn
#

Does the 3d audo delay sounds on supersonic sources or do I need to model that myself?

stray harness
#

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

neat portal
#

There isn’t any technical way / site / tool etc

quasi hound
stray harness
#

thanks!

neat portal
#

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.

whole pewter
#

yea.. and it's a werewolf in its natural habitat apparently
could be anywhere really

dry frigate
#

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

neat portal
#

Lowpass filter the sound when player is inside

severe laurel
earnest mantle
#

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

earnest mantle
#

or something to do with the files

#

idk

tardy rivet
earnest mantle
#

yw

neat spindle
#

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?

neat portal
earnest mantle
neat portal
#

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

fast girder
#

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?

neat portal
#

@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

urban spoke
#

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?

neat portal
#

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

clever mauve
#

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?

weary horizon
#

oddly enough, it only happens for the rocket game object

heavy saddle
#

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...

grim quail
harsh forge
#

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?

quasi hound
true fossil
#

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

timid wind
#

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

devout oar
#

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!

neat portal
#

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

robust knot
#

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?!?!

tidal escarp
#

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

quasi hound
tidal escarp
#

Ohh, that's all? fr? Lemme try it and thank you!

tidal escarp
fallow raven
#

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 🙏

stuck frost
#

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

stuck frost
#

OK I think I found something at last

quasi hound
mystic gate
#

why is it saying PlayOneShot was called with a null AudioClip. even if it isn't "null"

quasi hound
mystic gate
#

AudioSource ac = GetComponent<AudioSource>(); ac.PlayOneShot(Boom);

quasi hound
#

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

mystic gate
#

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

meager storm
#

@mystic gate consider pooling audio sources and giving them a lifetime for the clip they are playing

errant vault
#

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

upper tundra
#

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

amber pawn
#

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!

errant vault
#

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

neat portal
#

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

maiden silo
#

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

meager storm
#

@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

maiden silo
#

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

tidal escarp
# quasi hound Spatial Blend: 3D and Spread: 0

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 😭

toxic zodiac
maiden silo
#

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)

mild geyser
#

how come when i clip out the starting silence, and it updates in the unity editor, it brings back the little silence?

quasi hound
#

Also if you're using mp3, use .ogg or .wav to ensure the file format doesn't add any weirdness on import

mild geyser
mild geyser
quasi hound
mild geyser
#

Okay thank you

granite vale
#

does anyone know how to loop a specific part of an audio after the initial part of the audio has already played

stuck frost
#

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

neat portal
#

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.

quasi hound
quasi hound
#

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

neat portal
#

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

silver folio
#

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.

quasi hound
silver folio
neat portal
#

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)

quasi hound
#

I probably meant to convert linear to logarithmic, not the other way around

silver folio
#

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.

silver folio
#

Sounds fine in other projects also

fluid stag
#

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

silver folio
fluid stag
pseudo brook
#

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

whole pewter
whole pewter
whole pewter
keen lark
#

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

neat portal
#

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)

wraith wyvern
#

I wanna try make a good soundtrack to my game does anybody know how to make retro styled music?

green drum
#

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?

spark jacinth
#

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?

stuck frost
spark jacinth
#

I fixed it, but ty

prime nest
#

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.

fervent ledge
#

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 ^^

zenith lava
zenith lava
# prime nest I'm new to composing and I've been working with Bandlab's Cakewalk to start off....

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/
💎MY SIGNATURE...

▶ Play video
tacit pilot
patent kernel
#

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.

zenith lava
#

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

patent kernel
#

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.

zenith lava
#

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 😢

quasi hound
#

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?

zenith lava
patent kernel
#

I did figure out how to do it using the compressor effect. It worked quite well 👍

neat portal
#

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

sweet imp
#

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?>

neat portal
#

I didn’t ask help and this is not really related to that previous question

quasi hound
livid echo
#

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.

zenith lava
#

Hmmm maybe check the "spatialize" setting (I'm not sure it is this that makes the issue) ?

livid echo
#

No unfortunately not, that forces specialization entirely which breaks the constant 'stereo' aspect I require for my use.

zenith lava
#

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

livid echo
#

All the other curves work fine, just not the volume one.

zenith lava
#

Damn, I'm sorry without the project it's hard to see here what could be wrong

stuck frost
#

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

zenith lava
stuck frost
#

Is this gonna help me with what I need?

#

If so, thank you SO MUCH

zenith lava
#

I think yes ! If you have the part where the code is called with your button, you can call the sfx here

stuck frost
#

I actually do!

zenith lava
#

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/

············································································...

▶ Play video
stuck frost
#

And question, Zakku, for a FPS game, which of the audio videos you sent me, should I start with?

zenith lava
#

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

stuck frost
#

But both are good, right?

#

Thank you Zakku, you a real one, you WILL get a special thanks place in my next game

zenith lava
sturdy ferry
#

Can anyone recommend me a good place to find some free sound effects? I cant find any that would sound right

uncut relic
#

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

zenith lava
thorn remnant
#

what application to use for 2d sounds for beginners?

quasi hound
rigid night
#

Does anyone need sound fx for their projects? Looking to gain experience. Thank you!

stuck frost
#

I do

karmic boneBOT
stuck frost
#

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

fossil ruin
#

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

sweet imp
reef merlin
#

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. ?

vapid girder
#

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?

jade summit
#

Recommendations on where to get free/cheap sound effects for my fps game?

median yew
hushed anvil
#

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 ^^

reef merlin
errant vault
#

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?

whole pewter
#

PlayScheduled uses independent audio clock

frozen briar
#

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?

quasi hound
frozen briar
timid zenith
#

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?

timid zenith
#

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

quasi hound
#

Asset ripping isn't a topic for discussion on this server

timid zenith
#

Do you know a server i can go to or is it like a bad thing to talk about

quasi hound
#

It's kinda bad and also not really a topic we know about

timid zenith
#

Okay thank you for the help i appreciate it

summer spruce
#

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.

quasi hound
summer spruce
quasi hound
summer spruce
quasi hound
summer spruce
quasi hound
#

Are there complications preventing you from modifying the curve

#

Also note the warning about excess audio listeners

summer spruce
summer spruce
quasi hound
summer spruce
# quasi hound 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?

quasi hound
summer spruce
#

I think I figured it out myself - the spatial bland was set to 2D instead of 3D.

quasi hound
summer spruce
tepid pasture
#

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

mystic gate
#

why does my audio sound distorted?

quasi hound
mystic gate
#

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

zenith lava
mystic gate
#

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

zenith lava
#

Maybe you have a gain knob or volume knob that is cranked up ? Do you use any EQ or compression ?

mystic gate
zenith lava
#

At what volume do you play it ?

mystic gate
#

idk where the volume settings are

zenith lava
#

Ok ok I don't think it is the issue then

#

Hard to tell from here what could it be, it can also be your sound card or external stuff hapening, did you try with another sound effect to see ?

mystic gate
#

yea i've tried like five different sound effects all of them distorts

#

but when i open them in my file manager they sound normal