#🔊┃audio

1 messages · Page 2 of 1

swift reef
#

It's possible to get the amount of delay of a audio in ms? I know that Unity build in audio system have a lot of delay in mobile devices, and I'm doing a game that should have the gameplay sync with audio, I was thinking of "applying" the same delay on the gameplay.

uncut harbor
#

hello, just rushing with jam anybody can see whats wrong and why is music not playing? the music iin other scenes works fine

winged star
#

it would probably be attached to the camera

uncut harbor
#

worked

winged star
#

glad that worked! it was just a guess since you were in a rush sadok

ocean spade
#

any suggestions on a software to make digital sounds? like a simple win sound that goes ping. a software that just lets you make extremely simple sounds

idle ginkgo
#

any one know a good place to get free sound effects?

dreamy wyvern
#

Is it possible to make certain sounds mute for certain people in an online game?

dreamy wyvern
#

Better question is, how can I do this?

quasi hound
#

or controls the audiosource volume or mixer volume, depending how you want it

dreamy wyvern
#

Cool, I'll do a bit of research and look into that

quasi hound
dreamy wyvern
#

Alright, thanks for the help

neat portal
#

Rarely in multiplayer you are telling clients to sync specific sound and instead sync an action which has sound associated to it. Hard to say what your specific case is what is right way to do it

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Like are we ”not playing” sound or do we want to mute a sound which is playing

tough ice
#

Hello folks, is this the place I can get some assistance regarding Vivox?

quasi hound
tough ice
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What means should be taken to prevent someone sniffing the token used by other clients to connect to vivox and using this token to mute/distort vivox communication for others?

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Like generating a private key known only to the client and a public key at the server.. is there an example implementation?

austere narwhal
#

Using AudioSource.clip = Microphone.Start(null, false, 10, maxFreq);
The result is very quiet when listened back.
Is there a way to increase the recording volume?
Or even Normalise the recording?

spice elk
#

If there are 2 audio listeners in the scene, it will crash the game?

proper salmon
spice elk
proper salmon
#

i haven't tested it specifically on an android phone, but I don't see why it would.

kindred thicket
heady iris
#

Do you guys make your own sound effects or get free ones online?

quasi hound
heady iris
#

awesome thx

#

can't learn everything at once so I gotta stick to free sounds for now

quasi hound
#

Indeed
Hoping I get the time and resources to get properly into recording equipment and DAWs

heady iris
#

that's a whole other can of worms yeah hahaha

#

xD

quasi hound
heady iris
#

There's some good stuff on there

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just thought this one was funny

quasi hound
#

The best free stuff always seems to be promotional freebies from proprietary libraries or services

heady iris
#

makes sense

#

how would I control volume of all sounds if they are all individually attached to different objects?

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might be a silly question

quasi hound
heady iris
#

I'll take a look at it

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thx thx

quasi hound
#

But it kinda depends how granular volume control you need

heady iris
#

for this project a simple on/off would do the trick

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next project I want to implement setting your own volume though

quasi hound
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Sure the mixer is great for that too

heady iris
#

when will I finally have seen everything unity has to offer 💀

#

every week a whole new thing to learn

quasi hound
heady iris
zenith lava
#

I think the volume curve doesn't hit 0 if I'm not mistaking on the pic, try pulling it to 0 exact

ruby dragon
#

Probably a FAQ question but is there a general limit on active audio sources to respect now a days?

quasi hound
ruby dragon
#

alright thank you ill take a look at this

neat portal
#

The answer has been ”it’s complicated” pretty much as long as unity has existed. There is just so huge difference between low end and high end devices.

gritty talon
#

do you suggest any fine free software to make some tunes for an indie game

primal parcel
#

https://hatebin.com/wdhnpwqkle

https://hatebin.com/qtzdoeiyya

Hey all, is there a reason why the audio file played by the code in lik 2 does NOT play when the PickUp() function is called (even if it's called after?) It tells me I can't play audio on a destroyed object. But if I remove PickUp() the audio plays fine? Shouldn't it execute the audio first?

mossy saffron
primal parcel
outer palm
#

Help pls, my script has to make it so that my slider changes the audio mixer volume for master audio, sfx audio, music audio an voice audio, but it doesn't work. Idk why pls help 😭

tepid pasture
#

!code

karmic boneBOT
#
Posting code

📃 Large Code Blocks
Large code blocks should be posted as links to services like:
https://gdl.space/, https://paste.ofcode.org/, https://hatebin.com/
https://paste.myst.rs/, https://hastebin.com/

📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To get C# formatting the first line should only contain cs or csharp.
Add a comment with a line number if there is an error message.
```cs
// Your code here
```
Do not share screenshots of code unless requested.

elder dune
solid parcel
#

idk why but my audio is not heard like the debug works so the code is working but the audio does not play for some reason

quasi hound
solid parcel
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no

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its not played on awake at all

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the flashlight works the paper works but the walk audio does not work

near swallow
#

Hey all

So I'm working on a game with my company, and I'm using the in built unity audio mixer for mixing the sounds and routing. The problem is that the mixes sound waaaaay off in the built game than in the unity engine on the play mode.

  1. The sounds are way louder, to the point of a heavy distortion

  2. The balance of individual tracks is off.

Has anybody encountered this issue before? I have dug thru the internet for three hours with no help.

quasi hound
near swallow
#

Windows

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Intel 64-bit

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Dunno if my thinking is right, but maybe the building process doesn't read the audio mixer right, or completely skips it, and uses the levels from the audio clips themselves

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that's my hypothesis

near swallow
quasi hound
near swallow
#

Welp, unexposing them solved the issue. And then probably those parameters had a too high value in the code, boosting the audio to +20, making it distorted

near swallow
#

Yo, what volume roll off are you guys usually use for isometric / moveable camera like in RTS / city builders?

crisp schooner
#

hey maybe its a stupid question but is there a audio slider or something for the editor. If i preview audio its so annoying loud. Or can i just turn it down via windows

quasi hound
#

You'll probably want them in a mixer group regardless so you can eventually implement volume control easily for the user

crisp schooner
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yeah sure for later i just always thought just for myself why the hell is there no audio slider just for editor audio like sfx or something^^
but still ty for the answer

quasi hound
quasi hound
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!collab

karmic boneBOT
stuck frost
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i just dont undestand why this is happening,everything that i import,even after editing,the audio no matter what will still have a silent section at the start/end of it,whyyy ywy

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when i edited the sound i cut out the begining and the end of it but when i import it in unity it still has the start and end silent

quasi hound
stuck frost
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mp3

quasi hound
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Check if the error occurs with .ogg

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Or .wav

stuck frost
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unity suppoert those files as audio aswell?

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ill try

boreal urchin
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hey guys has anyone here used behavior designer? im specifically asking about the Can Hear Task?

next pond
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i want to make a rhythm based game but i need to have a second audio source not audible to the player that still works with audioSource.GetSpectrumData() , is that possible?

stuck frost
#

Is there any tool that can help make an audio loop seamless?

quasi hound
stuck frost
#

Yeah there's yt tutorial for it (audacity )published 9 years ago and still works fine lol

jagged arrow
#

Is there a better way to do this:

Currently I have Piano and Trumpet as literal gameObject cubes in the scene. Like 15 of them representing pitches to use in background music. The game will then generate a melody at random and repeat that melody through randomly selecting cubes to set active.

I had a different MIDI randomizer that did not have gameObjects from a plug in language called ChucK that played MIDI directly from the code, but I could not find a good piano for it.

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I realize the ability to save 'good' melodies is needed also.

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Player presses button in game scene, melody is randomly generated.

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What is the best way to make the sound in a simon-says sort of game? Like it plays a melody then you repeat it?

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I am assuming it should be fine to just attach sounds to the objects themselves as they are setactive.

ocean badge
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Should I save the FMOD studio file in a Unity folder and commit it with git?

stuck frost
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I was trying to import a .mp3, it shows this .Anyone why this happening ?

visual swallow
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the OnBeat event reacts perfectly in time with the music, however I want to check if player inputs are in time to the music, and this code doesn't work. I've done this right before for "quick time events" synced with music, so I'm not sure what's wrong here. (this is just a mockup, and i will move to the new input system when its done)

can anyone help me fix my code? again, OnBeat activates every beat of the song and works just fine (fires on time)
https://pastebin.com/4eRwFbVq

weary minnow
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I am using English audio files in my unity project, currently there are 50 audio files I am playing through script on different button clicking and on different time. But now I want to add Hindi Audio versions of same 50 English audios and play them on Hindi language selection. So Is there any better way to implement this without much complication.

visual swallow
visual swallow
valid pawn
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Is there any way to access the bindings for the AudioListener?

visual swallow
#

if you do it too early it still doesn't seem to count however

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I also added float timingWindow = beatLength / 2.5f; which seems to work really well

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Idk why 2.5 is a good number for it but it works

weary minnow
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Yes Unity has localization system but that is for text. But I am playing audios in different method using audioSource.PlayOneShot(audioclip); method if I add Hindi audios like english and want play them in every method then I have to check language selection condition in every method. and that will be more complex. So thats why I am asking how to manage both english and hindi audios efficiently.

valid pawn
visual swallow
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how much do songs from ASCAP/BMI usually cost roughly?

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say I wanted to license a song from Muse or 3DG for a game, would i be looking at thousands of dollars or a small one-time fee?

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there arent any video tutorials on obtaining licenses for songs that i can find unfortunately

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its so annoying that I would have to contact someone and wait for a response just for them to tell me the price of the song, which is why i would like to know rough estimates

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if anyone has licensed music before lmk because it seems like a cool idea to have actual music from good bands in a videogame some day (this is entirely hypothetical - i have no money)

eager phoenix
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Licensing a song from a famous band would be closer to tens of thousands of dollars or more.

ruby orbit
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I need help with Wwise ?
I want to loop audio clips in music segment as a background sound and also want to switch it to another music segment just like Music switch container so how to do it in Wwise ? Or is there any way to loop music segment in Music switch container ?

frosty meadow
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I want to loop this soundeffect below, can anyone help me make it seamless (make the point were it gets repeated less noticable). I tried for a long time in audacity, but no chance. You can hear some very noticable "Thump".

random copper
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can someone explain me audio in unity 2d

quasi hound
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Probably even programs specifically to create loops in various ways

quasi hound
random copper
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AAH

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Thank you

ocean badge
#

How can I make the SFX of multiple cars engines sound good together? Because for now the overlapping SFXs are really weird.. (I can provide the audio files, maybe I need better SFX?)

quasi hound
ocean badge
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(I am actually using FMOD)

quasi hound
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You'd rather loop just one instance of the sound per car

ocean badge
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I am doing this:

    //Nearby cars is a list that can contain at max 5 cars (which need to be near enough)
    foreach(var nearbyCar in nearbyCars)
        FMODUnity.RuntimeManager.PlayOneShot(carEngineAudio, nearbyCar.Position);
}```
So yeah it might be that it is actually restarting the sound
ocean badge
quasi hound
ocean badge
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Ok

quasi hound
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I would rather simply have an AudioSource for each car

ocean badge
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It's actually Unity ECS (and I am using FMOD) and I don't think I could use AudioSource.. and also, wouldn't it be overkill? Like have hundreds of audio sources all playing?

quasi hound
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AudioSources that are inaudibly quiet are not played so they don't cost much
I'm not familiar with ECS or FMOD, but they probably have some kind of equivalent system for playing audio tied to an entity

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Just hundreds of gameobjects with audiosources doesn't seem terrible to me
Thousands more so

ocean badge
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Ok thanks!

random copper
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can anyone get me a calm background audio for my 2d platformer please 🥺 Ping/mention me for reply

bold salmon
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Nobody here is going to do your work for you. Go look online.

random copper
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I am trying

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but... 😦

random copper
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ok i will check that

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thanks BTW

deft panther
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The localization system supports assets as well as text. You can localize audio clips. https://docs.

spice elk
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hello, it cause crash?

fresh sparrow
spice elk
#

thank you

tepid ember
#

Hey! So I'm following a tutorial on adding sound effects to my game, but it's not working. it doesn't play the sound effects. Here's the script. Is there anything I'm doing wrong?

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nvm i figured it out

fluid lagoon
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Hoping someone might be able to suggest an app, Unity or not, which would allow me to take voice audio and convert to a light, fun, cartoonish teddy bear like voice (not necessarily a chipmunk, which seems to be just a sped up version of the audio). Thanks for any suggestions!

gaunt gulch
# fluid lagoon Hoping someone might be able to suggest an app, Unity or not, which would allow ...

If it doesn’t have to be free, Antares has you covered https://www.antarestech.com/products/vocal-effects/mutator

fluid lagoon
median dune
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Hi guys! Somehow in one of my scenes the music doesn't play

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In my Menu Scene it works but when I press my start button (switches scenes) the other background music doesn't play. The first scene has a different song and it stops which is good

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this would be my code:

[SerializeField] private AudioSource menuMusic;
 
    private string sceneName;

    void Start()
    {
        Scene currentScene = SceneManager.GetActiveScene();

        sceneName = currentScene.name;

        if (sceneName == "StartMenu")
        {
            menuMusic.Play();
        }
        else
        {
            menuMusic.Stop();
        }
    }
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In both cases the camera has an audio listener, I put the respective gameobject into the serializedfield etc.

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I literally have no clue 😄
Any ideas?

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Other audio doesn't play neither like button clicks which are actually simple

proud ginkgo
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imma newbie on audio related stuff (sampling ...etc)

can someone explain to me why spectrum display up and down in both direction? like what does it mean?

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right or left ear?

halcyon imp
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anybody know where there are free sound effects

copper pollen
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you can browse itch.io for tons of free sound effects

pliant badge
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Do people still buy the Sound Ideas libraries?

pliant badge
#

(Or any other kind of libraries?)

zenith lava
lunar crag
#

hey, does someone here know if Steam Audio can be used in 2D?

quasi hound
lunar crag
quasi hound
lunar crag
quasi hound
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and what components the sound spatialization system wants you to use as well

lunar crag
quasi hound
#

I think the tilemap extras package is the one that lets you assign prefabs to tiles, so you can have any components attached to them
Meaning you can give the walls and floors 3D colliders and even mesh renderers if needed

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You'll probably have to have the whole level's colliders exist in parallel just for the sound simulation

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But again it's (Steam Audio) not a system I'm familiar with so it's best to look for more solutions and second opinions

whole pewter
placid skiff
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Question: How would you make sound dampened for being underwater? Which Audio-Effects would you use?

placid skiff
sharp charm
#

Microphone.Start() and End() freezes the game for 0.5-1.0 second.

Does anyone know what that’s about?
Very jarring in VR

ionic sandal
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Is there a way to find out if my audio clip has finished in the editor

fickle compass
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i can't hear audio source on timeline how do i fix it?

weary minnow
#

In my VR Unity C# project I am using oculus interaction rig. I was installed MRTK also previously. I add menu interaction with controllers and hands with ray interactor provided by oculus. I made some changes to upload my vr app to meta store. I change the manifest file and add Arm 64 and Arm 84x version settings in unity. But now when I play unity and click button it stop the play mode and give error as follows: InvalidOperationException: Collection was modified; enumeration operation may not execute.
System.Collections.Generic.Dictionary`2+ValueCollection+Enumerator[TKey,TValue].MoveNext () (at <03bd9b261dff4c2b8b568aca27f561b2>:0)
Oculus.Interaction.PointableCanvasModule.Process () (at Assets/Oculus/Interaction/Runtime/Scripts/Unity/PointableCanvasModule.cs:348)
UnityEngine.EventSystems.EventSystem.Update () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:514) . I am trying to solve this problem scince two day. But no success. Please let me know if anyone have solve same issue or if anyone know how to solve this problem.

sacred bough
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hey i am wondering how to add music to my project

grim flame
#

Shuffle playlist

dark hinge
white stag
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I try change volume but it doesn't increase or decrease

kindred thicket
quasi hound
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Anything that doesn't need to be coded in cuts down time cost and beginner obstacles

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I might have called it a playlist instead, as that seems to be the fundamental function of it

devout plinth
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Hey everyone,

So I am busy developing a game and I want some tips on how you guys decide which sound effects suits your game best.

I am not happy with shooting sound effect. But hopefully you guys can provide me some tips on how to get the right sounds.

Please mention me when you reply to me.

Thank you.

urban plover
#

I'm struggling to find the right kind of sound effects, partly because I don't know what things are called. What would you call a 'whoosh' type sound effect, but without the build up and tail?

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Also, is zapsplat the best library for sound effects? That where I'm mostly looking

urban plover
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If anyone has any advice or resources for someone trying to design satisfying audio for their indie game, please let me know, I'd be very appreciative

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(by 'design', I really just mean selecting from existing free sounds, since I assume actually mixing your own is a bad return for the extra time it would take a single dev)

quasi hound
#

It should be fairly trivial to edit sounds you find in small ways like that
Such as with Audacity's fade in/out filter

urban plover
#

hmm, maybe 'fwoom' ?

next depot
#

Any clue why an audio mixer group would be totally missing from my build? I get no errors

stuck frost
floral quest
#

I'm Having an issue with a unity play build. Whenever the lose or win sound starts playing the clip gets extremely loud and starts bugging out

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stand on the spikes till you die

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and the lose sound will play

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but it will be super loud and distorted

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compared to the original audio

urban plover
#

Even though I won't use 99.9% of them, I suppose it would be nice to have a huge library like that on my PC

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37 GB 😂

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Really though, the hard part is figuring out what kind of sound effect is appropriate in a given circumstance. A few times now I've been like 'oh, this is perfect.' And then once I actually have it in the game, it feels wack XD

granite bone
#

Not sure if this is the right place to ask, but has anybody tried setting up git with fmod plugin?
Should you gitignore plugin folder? Or will it break the integration and it's ok to store the plugin in the repo?

quasi hound
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Though afaik this is mostly important to do only for assets that are too big for Git, or paid so you don't want to upload them to a public repo

nimble berry
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Do ReverbFilters always cut the audio off?

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or is there a flag or something I need to enable for it to work out?

kindred thicket
tame ocean
#

I have an issue where all of my audio work well in the unity edior and rest of my audio works fine in webgl, however 3 specific audio clips don't work in webgl

quasi hound
tame ocean
#

and then a 1 second silence in the end

quasi hound
#

Assuming you've already googled to rule out common issues why audio might fail in webgl, you could try to pinpoint the issue with tests
Playing the same clips with different audio sources, different clips with the same audio sources, changing the audio import settings, making sure other build platforms work, etc

silent elk
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Does anybody know how the Distortion audio effect works? All it gives you is a number from 0-1, no db measurements or exact values or anything, and the documentation says barely anything about what it does. I want to have distortion done on the game's end but I'd really not know how to go about creating my own proprietary audio plugin

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i could look into fmod but the one time I tried to learn it proved how incredibly daunting it seems to pick up

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yeah that's probably just the best course of action at this point, ignore me

spare narwhal
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fmod isn't the easiest thing to pick up

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but damn it, if its not strong and capable

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genuinely

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I've been making music as long as I've been making games, and where ever they intersect fmod has had my back

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I remember the hacky solutions I used to come up with in favor of an actual audio engine before I started using fmod with unity

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and looking at the wwise documentation makes my heart skip a beat

cunning herald
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Hey guys I wanted to ask about getting the current length of an audio file as a percentage. We have 2 different versions of the same song for combat / noncombat but their length has a few seconds difference. I want to transition between them by getting the first songs length percentage and apply it to the second one when playing it so that the music continues at relatively the same time as the other version.

spare narwhal
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I think its easier and safer to make both the sounds exactly the same length

cunning herald
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Yeah that is true but it would take quite a long time right now to change all of the music. I wanted to test this out to see if it works out at all and then maybe make an update later on if possible.

spare narwhal
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well even if you did get a percentage and made that work, on each consecutive loop which ever sound is shorter will progressively get more and more out of loop

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even in something like fmod, I have to get both the audio clips perfectly aligned and of the same length

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granted fmod has a track view so I can trim audio, but it still has to be done

cunning herald
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Hmm that's true. I still wanted to try it out if possible but thank you.

spare narwhal
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its definitely possible, but not the way to go IMO since you're replacing one problem with another

cunning herald
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Yeah definitely isn't, just started out on the music system and wanted to implement a few things while the audio files get synched up length wise by our artist.

spare narwhal
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if you want, I can send you some of mine

cunning herald
#

Thanks for the advice :).

spare narwhal
#

perfectly synced and of the same length

cunning herald
spare narwhal
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sure, if you don't want to wait up on artists you can download audacity and chop away

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it has gotten really user friendly as of late

cunning herald
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Oh yeah maybe that's a better idea actually.

spare narwhal
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well good luck, and remember never use mp3s

cunning herald
#

Oh.

cunning herald
#

Enlighten me please oh audio programmer god :)

spare narwhal
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well it used to be under patent and you needed a license to distribute any kind of mp3 files

cunning herald
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I've heard .wav is pretty bad for size optimization.

spare narwhal
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that patent has "expired" as of 2017

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and I put that in quotes since where ever there is legal hazy-ness someone will abuse it

cunning herald
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Ah dang. Thanks for the tip.

spare narwhal
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.wavs are excellent for any thing that has to do with music

cunning herald
#

Ok i'll go with .wav for the music then. Thanks again!

spare narwhal
#

anything else I'd recommend ogg

spare narwhal
quasi hound
# cunning herald Wait why not?

Mp3 is very lossy and inefficiently compressed, tend to get pops and pauses on import and outright fail on some build targets from what I've seen

quasi hound
# spare narwhal anything else I'd recommend ogg

Wav (or .aif possibly) are always the best for source audio files, but they are the largest files
Ogg is a lossy compression format so it's less than ideal for quality but if you want to keep project size down it may be preferable

spare narwhal
#

I use wavs for everything, music or not

#

cause no matter what I know that it will work every time

#

oggs seem to hold a grudge against me

quasi hound
#

On build all audio will be recompressed according to audio compression settings defined in Unity so only the raw quality of the file format matters

spare narwhal
#

way I see it, unless you're working on a mega AAA game where everything has multiple unique sounds, and a big dynamic music system that uses individual stems, keeping audio uncompressed is fine

#

I remember when Titanfall came out and the devs released the game with 35 gbs of fully uncompressed audio

quasi hound
spare narwhal
#

yeah I just turn it as low as I can

quasi hound
#

Low?

spare narwhal
#

yeah

quasi hound
#

The default compression setting is Vorbis with max quality

spare narwhal
#

oh in native unity

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I use FMOD and the default is 75%

quasi hound
#

Right

spare narwhal
quasi hound
#

Does FMOD have encoding formats besides Vorbis, PCM and ADPCM

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Assuming it uses those as well

spare narwhal
#

no, they use the same encoders as unity

quasi hound
#

So what do they use?

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Besides Vorbis, apparently

spare narwhal
#

they use the same encoders

quasi hound
#

Oh, misread

spare narwhal
#

miss typed

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I think there have been talks about adding opus encoding

quasi hound
#

Anyway, I think triple A devs bloating their game sizes are not setting a good example to follow
Trying to get a good balance of install/download size, load time and quality is empathy towards the user as well

spare narwhal
#

of course

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no contest there

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I don't even think most people would notice the difference between 96kbs streams and 1000kbs+ streams

midnight relic
#

why i cant put the audio clip?

quasi hound
midnight relic
#

what is the diffr

#

differance

midnight relic
#

the clip it self?

quasi hound
thin orchid
#

this is the AudioSource component

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the script works fine as it is the component when i run the game

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but the audio stops after few milliseconds when i play, while the component contains the clip as this above image

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can't find any solution anywhere, any help will be appreciated

thin orchid
#

this is the script

quasi hound
#

@thin orchid what do the clip waveforms look like

meager falcon
# thin orchid this is the script

Could it be because the source.Play() gets called repeatedly in the Update method? Because when you .Play() a specific audio source, it will play the new one and end the previously playing one (sorry, bad at explaining but hopefully you got the point)

#

So I think you could try removing the .Play() from the update method, only keep it in the Start()

signal wraith
#

from what I can tell, he'd need some additional logic in order to play those clips properly

#

should also look into audio source properties such as loop for this

timber raven
#

does someone know how to translate melodies into sheet music?

urban plover
#

Has anyone ever spent an hour looking for a sound effect for something, and feel like you just can't find one that fits?

urban plover
#

seems like the type of thing an AI could do

timber raven
vocal fractal
#

I am trying to create a clock which runs alongside a song that is playing in my game, and I need this clock to follow the BPM of the song. It should avoid going off beat

#

Does anyone know how this can be achieved?

bleak socket
#

There is some one who use Wwise and Unity for Nintendo Switch Game ?

kindred thicket
severe eagle
granite bone
#

Is there a good way to handle constructive interference (the same sound playing simultaneously a bunch of times and becoming very loud) with FMOD? I've tried googling but solutions come down to hardcoding thing like limiting amount of instances or applying snapshots from code depending on conditions. Is there any modular and flexible approaches to this problem?

#

(Built-in limiter is capped at -12DB and it's not low enough)

kindred thicket
#

In my opinion, best solution is to make audio system that will analyze and filter single and multiple calls.
The point is that instead of hundreds of audioclips of small action, play one audioclip of BIG action (or several audioclips to keep spatial sound).

#

TLOU audio system quickly goes into voice limit.
Instead of a thousand single consecutive explosions, it was possible to play ONE loop of many explosions.

granite bone
sonic kite
#

How to make zone where when camera with player is sounds on and when he leave zone it will not play??

feral geyser
#

Halo
Kinda not specific to unity
Is there a way for unity to read a multi track audio file? And get the separate audio signal from each track?

kindred thicket
whole pewter
naive skiff
#

I'm trying to figure out how to create a way for when players walk up to the ocean they can hear it as they approach. Would one create a trigger collider and have the audio play depending on the distance? How do other games do it?

quasi hound
#

Scaling volume by distance is very simple, don't even need a trigger for that
But is it suitable for all circumstances your player will get into?

naive skiff
#

Its a island that the player/players will live on and they'll have the ability to sail to different islands.

quasi hound
#

For example a long coast can't be accurately represented by a distance to a point, because the radius is circular

#

If you have a round island, you could tie sea volume to the inverted distance to the island's center

#

But only if your island is round enough

#

And if you have multiple islands you could measure distance to all of them and multiply the result, though with many islands you might have to optimize to only track the nearest

#

If your sea sound needs to be directional also, that's another constraint to consider

#

There's many shortcuts and solutions available but they really depend on how you need to have the sound work exactly

#

For instance if you have a map of the scene with land and sea represented, that could be converted to a SDF texture so by sampling it you would always know how close to the sea the player is

#

Or maybe it would be simpler to have waypoints or a curve along coasts to measure distance to

feral geyser
kindred thicket
# feral geyser Halo Kinda not specific to unity Is there a way for unity to read a multi track ...

First of all, you must represent array of multichannel audio. Unity stores audio data in interleaved channel order.
There are several ways to separate multichannel audio:
— Split multichannel AudioClip data into separate uncompressed mono AudioClips (eats memory!) using AudioClip.Create and AudioClip.GetData/AudioClip.SetData. Each created AudioClip can be assigned to separate AudioSources and played simultaneously via AudioSource.PlayScheduled(dspTime) for sample accurate sync.
— Read separate channels of multichannel AudioClip through MonoBehaviour.OnAudioFilterRead (may break due to garbage collector, not supported in WebGL platform).

wet flame
kindred thicket
kindred thicket
#

btw I'm also confused by default AudioSource settings, such as enabled doppler 🙂

sonic kite
onyx oar
#

I have a lot of individual audio sources that in some cases are triggered all at the same time, causing a nasty increase in volume and some clipping

I would like to maintain the effect that when there are multiple, the effect is more intense

What would be a good approach for this?

neat portal
kindred thicket
# onyx oar I have a lot of individual audio sources that in some cases are triggered all at...

— Simplest workaround is to assign AudioSources to Audio Mixer Group, add limiter effect... Actually, we don't have limiter but it can be replaced using "Duck Volume" effect.
Check Paalo's workaround: https://forum.unity.com/threads/simple-limiter.308694/#post-3515736

— Another approach is to adjust volume of AudioSources depending on their amount.
Something like this:
public AudioSource[] audioSources; private float setVolume; void Start() { setVolume = 1.0f / audioSources.Length; for (int i = 0; i < audioSources.Length; i++) { audioSources[i].volume = setVolume; } }
More complex system can prioritize selected AudioSource, its volume may be higher than the rest.
This can also be done through ducking effect in Audio Mixer.

— If AudioSources play same AudioClip - set (seek) random sample position for each AudioSource. It will also reduce overall volume and clipping.
audioSources[i].timeSamples = Random.Range(0, audioSources[i].clip.samples); audioSources[i].Play();
Remember to check for close sample positions to avoid phaser or echo effects.

onyx oar
wet flame
kindred thicket
wet flame
twilit trellis
#

I've set up an audio source to play in my game, however when I change it to a 3D spacial blend it fails to play at all

#

it does play normally though if the spacial blend is left to 2D

#

here's the actual component in inspector itself (the playing of the clip is controlled by script)

cyan umbra
#

Is there a place to find free royalty free music without needing a subscription

dry monolith
#

anybody uses the oculus audio sdk here? i can't figure out how to install it on unity

stuck frost
#

Opinions?

gritty ice
unkempt salmon
#

can somebody help me. i have script thats supposed to play sound when items are combined. i have added audio source to items and assigned needed audio. when i add "combineSound.Play()" in start() sound can be heared but not when items are combined. Here's the script

bold salmon
#

!code on how to share. Nobody is going to download a file on mobile.

karmic boneBOT
#
Posting code

📃 Large Code Blocks
Large code blocks should be posted as links to services like:
https://gdl.space/, https://paste.ofcode.org/, https://hatebin.com/
https://paste.myst.rs/, https://hastebin.com/

📃 Inline Code
Surround code with three backquotes. Not quotation marks.
To get C# formatting the first line should only contain cs or csharp.
Add a comment with a line number if there is an error message.
```cs
// Your code here
```
Do not share screenshots of code unless requested.

unkempt salmon
bold salmon
#

Nevermind, don't crosspost @unkempt salmon

kindred thicket
# unkempt salmon can somebody help me. i have script thats supposed to play sound when items are ...

It seems that part of combined item is destroyed along with AudioSource (combineSound), the sound does not have time to play.
This is a common issue using the Destroy(gameObject), please check solutions:
https://answers.unity.com/questions/1213839/destroy-object-and-play-sound.html
https://stackoverflow.com/questions/68612727/unity-game-collectable-not-playing-sound-effect

lapis phoenix
#

Anyone here who does/did creature sfx?
I'd like to get into it but idk how and where to start 👀

limpid pumice
#

Hello. Is there a way to set different audio output devices for different mixers?

kindred thicket
# limpid pumice Hello. Is there a way to set different audio output devices for different mixers...

https://assetstore.unity.com/packages/tools/audio/audiostream-pcm-audio-for-unity-65411
I haven't used this asset, but it can send different audio to different system outputs.

Get the AudioStream [PCM audio for Unity] package from Martin Cvengroš and speed up your game development process. Find this & other Audio options on the Unity Asset Store.

whole pewter
#

^ yea but be aware that mixer effect for this particular usage is available only for macOS and win{x86,x64} (disclaimer: i'm the author of the asset)

silk obsidian
severe eagle
timber cypress
#

excuse me, how would I get sound effects of fighter jets flying really fast over the player?

kindred thicket
timber cypress
kindred thicket
north ginkgo
#

is it too difficult to make background music?

hard gulch
edgy oyster
eager phoenix
#

Doppler effect changes the pitch, not the volume

quasi hound
shell swan
#

hey so i seem to be doing something wrong trying to set up transition markers in FMOD and i can't figure out what.

I have a destination marker "loop start" and a transition point that i thought was set up to only loop if IsLooping is set to 1. But it also loops when set to 0 for some reason. Is my condition set up wrong?

violet cave
#

Hey, I'm looking for optimisations using Unity's AudioSources. Currently I only have a script that disables AudioSources outside of a certain range of the player, which helped to some degree, however, I'm still seeing about 6% CPU usage from AudioManager.Update.

ember pagoda
shell swan
ember pagoda
shell swan
#

here's my parameter settings in case the problem is there

shell swan
#

it turns out the problem was "hold value during playback"

quick tapir
#

I have a problem when using csharp AudioClip requestClip = DownloadHandlerAudioClip.GetContent(request); it gives me the error Error: Cannot create FMOD::Sound instance for clip "" (FMOD error: Unsupported file or audio format. ) UnityEngine.Networking.DownloadHandlerAudioClip:GetContent (UnityEngine.Networking.UnityWebRequest) MusicFolderScanner/<loadSong>d__17:MoveNext () (at Assets/_Assets/_Scripts/_Menu/MusicFolderScanner.cs:155) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) and it gets stuck in a loop saying the error all the time idk what to do to fix it, im using Unity 2022.3.0 LTS. I've tried many ways and its always the same this error provoke some huge lag that I cannot do anything just unplay and hit play again, some audio mp3 gives this idk why

#

I didnt import Fmod used the one that came with Unity basically made a new project and that code gives error

#

I've tried to use try{}catch in >>> AudioClip requestClip = DownloadHandlerAudioClip.GetContent(request); but still it doesnt catch the error and gets stuck in an infinite error loop

kindred thicket
quick tapir
frank spear
#

How can I get shaped reverb zones to fit into rooms without having to sell a liver to get an asset like this https://assetstore.unity.com/packages/tools/audio/dearvr-unity-3d-audio-reality-engine-56127 or to expend so much time scripting and doing weird stuff? Is there any free/easy solution to this?

Get the dearVR UNITY - 3D Audio Reality Engine package from Dear Reality GmbH and speed up your game development process. Find this & other Audio options on the Unity Asset Store.

gleaming knot
#

why audio mixer is not working in build? in editor I can change the sound volume with a slider but the same slider does nothing after building

violet bane
#

Its for a cartoony platformer indie game

feral geyser
# kindred thicket First of all, you must represent array of multichannel audio. Unity stores audio...

Just got to it. The multi track setup is done, and yes first time using PlayScheduled
I'm making an audiovisual project and there seems to have an uncommon delay. As in, the visuals (from GetSpectrumData) reacts a bit earlier than the AudioListened' sound (coming out of the speakers)
So.. the opposite of the common problem of the data processing is delayed

How is this possible? Could it be GetSpectrumData can sample a bit further into the clip due to a delay from the AudioSource to the Listener, then speaker somehow?

dusty geyser
#

Can anyone recommend a good video on music theory basics?

grim quail
#

Is Microsofts Project Acoustics any good? Also what are the terms for using it and how does it impact performance?

formal depot
#

This may be a question that takes me to another server entirely

#

but I'm looking for some...general advice on good foley work

#

actually this is totally not relevant for this server, since this has nothing to do with unity :p

marsh talon
gloomy tendon
#

Do anyone know a chill beat background music for game trailer ?

#

No Copyright

stuck frost
loud breach
#

Hi, please ping me if you have an answer, but I'm wondering what the most effective way of storing a variety of audio SFX in Unity should be? Like if you have a large array of SFX, how do you get the manager to draw upon those sections of audio well? I doubt cramming all of them into one manager's a good idea.

Do you tie it to specific objects/ie, if a character has a specific SFX associated with them, they're the ones playing the SFX instead?

gloomy tendon
stuck frost
#

I am a programmer, not a music artist so I couldnt ask more then 5 dollars

gloomy tendon
stuck frost
#

Welp okay, but I will not be able to make anything too advanced.
I am good at doing 3 things:
Programming, editing videos, finding bugs in games.
So if you will be searching for any of these 3 things that I said I will be happy to help, but with music I am not the best person to contact

#

I am searching for an audio maker too, but sadly I can't find anyone so I am trying to learn it

hybrid sable
#

hey, anyone know of a simple chiptune music generator?

cyan glen
karmic boneBOT
stuck frost
silk obsidian
stuck frost
silk obsidian
# stuck frost I'm not?

You asked if they wanted to work with you/make music for your game. That is using this server for collab/job posting, and is against our rules

desert ice
wicked kayak
#

is there any way to trim audio in unity so it only plays up to a certain point (say 3 seconds instead of the entire 4)?

#

if someone could just tell me the setting or the code for it I can look up how to do it. Can't find much rn

random shore
#

Helo 🙂
Is there a a way to add a Audio Listener to the "Scene Window" so that I can test 3d spatial audio using the scene view.
Moving camera here and there to test every audio is a bit time consuming.

random shore
#

camera.current is returning wrong values, SceneView.currentDrawingSceneView.camera doesnt seem working too.
But "UnityEditor.SceneView.lastActiveSceneView.camera" seems to return correct values.
I didn't get answer but I'll leave it here so that someone might find it helpful in the future.

mint dirge
#

Also posted in web gl: Hey all. Maybe somebody can help me here. I uploaded a project to itch as a web gl. Sound crackles and then goes silent. Using unity 2020. I've uploaded web gl games with unity 2019 and never had this problem. Is there a known bug? Thanks.

desert ice
wicked kayak
#

hmm I see.. I guess I'm better off manually editing sound effects in audacity

random shore
wicked kayak
#

Oh I gotcha, great to hear

quasi hound
# random shore Helo 🙂 Is there a a way to add a Audio Listener to the "Scene Window" so that I...

That'd be a neat feature, maybe worth suggesting on the roadmap
There's the hotkey to move the selected object to scene view which works well for the camera
You may be able to write or find an editor script to stick the camera to the scene view more persistently, probably with no big difficulty
Or if you just need to "demo" each audio source's spatialization, it may be sufficient to animate the camera to move around in a test room with the audio sources

random shore
#

Thanks @quasi hound
I culdn't find an internal solution so I write something that gets camera values from UnityEditor.SceneView.lastActiveSceneView.camera and moves the audio listener to that location. And that worked.
But I think Unity should be doing this in scene view by default.

quasi hound
#

I can't seem to find any specific upper limits for filesize of clip length, but usually there is a cutoff point somewhere
You should be able to test with it with shorter / smaller versions of the clip
12 hour clip really sounds overkill, what could it be necessary for?

barren robin
#

hey everyone, i'm having some troubles with sounds in my webgl build. all the sounds work great in the editor, but in my webgl build, a couple of the sounds are much quieter and more muted than all the others. all of them are stereo and the import settings are all identical, and they are all played in exactly the same way in my code. are there any other things i can check to make sure there are no discrepancies?

drowsy wind
#

hello there, any one here can help me with the OnAudioFilterRead method?
i need to simulate (run from vitually) this method from WebGL... but i´m not sure of how to do this.

median yew
severe eagle
severe eagle
#

Sure I can move it

stuck frost
#

Hey @severe eagle could you check DMs please?

worn veldt
ember geode
#

Anyone know how and where/what to use to recreate this sound effect at the end of the laser in dani's vid at 7:30 https://www.youtube.com/watch?v=nhhSDrA6stw&t=468s

dusty zephyr
#

How do you perfectly loop a sound? Since right now there is a gap between it everytime

quasi hound
dusty zephyr
quasi hound
bold salmon
#

@wheat shuttle !collab

karmic boneBOT
fringe mason
dapper hull
#

Hi guys, does anyone is using Dear Vr ?
I have troubles to play sound on a specific channel and i cant find any docs on this

iron parrot
quasi hound
iron parrot
# quasi hound What is the conversion software? I use Audacity to convert and it's never done t...

tried a couple different softwares, but it turns out i found the "problem"
and it was in the reproduction, not in the conversion
i saw the audio length was exactly the same (between wav and ogg)
and then tried reproducing it in a different place (inside unity) and there was no loop gap

windows player, the one that comes with windows, had the WAV looping without issues, but started to gap the OGG loop
unity, on the other hand, played both loops gapless

sour bridge
#

where can I get some free, really simple music for a background soundtrack

toxic mirage
#

Is there a way to know when an AudioSource has finished (reached the end of its current audio clip) without having a script that's constantly checking if(audioSource.isPlaying) on a non lopping audio clip?

quasi hound
toxic mirage
quasi hound
#

Is it necessary to avoid checking isPlaying?

toxic mirage
# quasi hound Is it necessary to avoid checking `isPlaying`?

Yeah I'm not going to have an Update method that's just constantly running for a if check.

As far as messy, there's no real way to stop the Invoke, without cancelling all Invokes on that method. I guess "messy" isn't the right work. Just not clean/efficient as say a coroutine (where you can store it and stop it specifically). Again, just feeling out my options.

quasi hound
orchid lintel
#

i have a collaboration workflow question for FMOD people. Do yall usually make a separate repo for the fmod project; or is there a way yall bake the fmod banks into the unity project's repo?

whole pewter
orchid lintel
#

@whole pewter so everyone that's working on the project does also need the full fmod project locally for them to hear sounds in the unity project ya? there isn't some way to bake the fmod banks / builds into the unity project?

whole pewter
whole pewter
orchid lintel
#

i think we're completely missing each other. all g though, ill check docs again

distant shoal
#

why is unity adding the souls of the damned into my audio

quasi hound
distant shoal
quasi hound
formal depot
#

The highest frequncy possible is half of the sampling rate

#

so you were clamped to 4khz

#

also, you didn't show the quality settings for the mp3

#

if it's on a low bitrate, it'll get very...watery

#

High quality MP3 audio is something like 320kbps

slim marten
#

So here's a question that is most likely totally out of place on this server but I've contacted multiple audio engineers and even posted on the Audacity forum and Dicord and am still at a loss.

Has anyone ever encountered a raw data file containing 4-bit pcm audio data? I'm trying to find a way to convert it cleanly (with no loss of quality) or at the very least open it properly so I can screen-capture to record the audio as it plays properly. I'd like to use the audio in Unity, which is why I'm asking here. Any help is appreciated.

formal depot
#

so it's literally just a sequence of 4-bit samples

slim marten
#

Yes (there is some other data mixed into the same file but those parts aren't important)

formal depot
#

shouldn't be too hard to write a script that just expands it into 8-bit samples

slim marten
#

That would be fantasticly useful.

#

I can provide one of the files if you're interested

formal depot
#

sure

slim marten
#

There is some other data in the same file so there will be some areas with garbage noise, that's okay as long as the majority of the audio comes out correctly.

formal depot
#

hmm, this doesn't seem right

#

I can kind of hear some sounds

slim marten
#

Did you try changing signed/unsigned and endianness? I don't know the 100% correct format, sorry.
If i import the file into audacity as 8-bit pcm, the audio is recognisable but half the samples are missing (and the other half aren't quite correct) so the audio is highly distorted.

#

Correction: the correct format seems to be signed 4-bit, little-endian pcm

formal depot
#

thinking about endianness in single bytes is making my head hurt

#

are you sure it's not just 8-bit? this sounds way more coherent that way

#
import sys

data = open(sys.argv[1], "rb").read()

result = []

for byte in data:
    result.append((byte >> 4) & 15)
    result.append(byte & 15)

open(sys.argv[2], "wb").write(bytes(result))
#

i tried both orderings, since I wasn't sure how it'd be packed

#

both of these sounds like absolute noise

#

interpreting 4-bit audio as 8-bit audio would cause very violent distortion

slim marten
plush lynx
#

recording sfx today FeelsJamMan

left raptor
#

I'm annoyed cause in audacity the audio is perfectly fine but when I import it into blender it has like half a second of no noise before it actually plays the audio. Is there any solution to this?

pastel silo
#

where do you guys get sfx from your video games

green drum
#

Does anyone here have experience with FMOD studio? I'm having trouble with fading out my track when it stops. I've enabled allowfadeout and the AHDSR

torn zenith
#

Hi !
Is anybody using DearVr ? I can't find a way to play my audio on 2D (left/right)

mellow dawn
#

I'm working on a 2D top down puzzle game, do you guys have any opinions or examples should I make the SFXs play as 2D sounds or 3D sounds? I'm not sure what's the correct way to think about it

#

there doesn't seem to be much on the internet to read on it, at least I can't find it

#

also, I'm using FMOD

quasi hound
mellow dawn
quasi hound
#

Most old 2D games had purely 2D sound, which usually did not play the sound effect at all if the source was off screen, assuming the game area is large enough for that to be relevant

#

2D sounds with distance attenuation works the same as 3D positional stereo sounds but without the stereo pan effect

mellow dawn
severe eagle
plush haven
#

does anyone know how to make directional audio that well comes from a direction and also gets quiter the farther you are from it in 2d?

charred pier
#

Is there a built in way to trim audio clips in unity or do I just have to open them in audacity

quasi hound
autumn ember
#

chatGPT gives me some dlls files to import in the assets folder in my project, which. I cannot find

plush haven
quasi hound
plush haven
quasi hound
plush haven
rose fossil
#

Hi, how can simulate what a gunshot sounds like if the player is inside of a car?

covert rain
formal depot
#

An external gunshot should include a low-pass filter to muffle it

#

From experience, I'd try mixing:

  • low pass
  • high pass
  • reverb
#

Just a little low pass to model how some of the low-frequency "thump" gets blocked

#

Reverb with a low dry and high wet mix will sound very very distant

#

consider Audition's "Outside Club" preset

#

notice the very aggressive low and high frequency cuts

#

along with literally no dry mix

quick topaz
#

whats a tool that folks would recommend for browsing through a large collection of audio files for sound FX?

programs like windows media player or VLC seem to break when trying to load large quantities of very short files, they try and play through it like a playlist, whereas I want something where I can flip through and just like, load an entire folder of files and click em to play/hear em once.

quasi hound
#

Don't know if there's a one-click play option but I often use arrow keys and enter to preview them to reduce the amount of clicking

whole meteor
#

I want that if I press a button that it plays a sound. But I become this error: Cannot play a disabled audio source
My button has a AudioSource-Component and I have a ButtonSound-Script with this code:
public AudioSource audio;

public void playButton()
{
    audio.Play();
}
kind pendant
#

Hi, do you know if AudioSource.PlayOneShot is supposed toignore selected Mixer? I have a mixer with a volume slider, but when I PlayOneShot it goes to the master mixer group ( I might be mismatching names here)
This is what my mixer looks like

#

I can change the SFX & MUSIC volumes independently, music is played by setting the audioclip and Play(), for SFX i use PlayOneShot to have multiple ones at the same time, am I missing something?

tribal tangle
#

i got this script that lets me record and play audio through my microphone but it is shows microphone not connected and i have no clue why? https://gdl.space/onomixevak.cs

desert ice
kind pendant
marsh rivet
#

is it me or are the sound priority completely broken in Unity 2022.3 LTS ?

I have a sound track with a priority of 0 often cut-off by other sounds with priority set to 200+

wise dagger
#

If you guys are into audio on Unity, we actually created a plug-in that will allow you to have an entire voice studio inside of Unity for characters that you want to have dialog. Check it out> https://bit.ly/44uzzru

GitHub

Contribute to charactr-platform/charactr-api-sdk-unity development by creating an account on GitHub.

lusty tide
#

hey guys I'm having problem with audio source, the audio just dosent play. I'm using unity 22.3.3f1 lts. ps: its not muted, sometimes the audio clips when focusing the windows. Using 21.3 works fine

hallow tulip
#

Realised I was in the wrong channel so

Anybody got any suggestions? Importing audio allows me to preview it fine but the audio source is completely silent. When I screenshare however my friend can hear it fine but not me
If he screenshares his screenshare I can hear it

#

Other audio sources are working fine

#

The audio plays for a split second when I stop playing

desert ice
desert ice
desert ice
hallow tulip
desert ice
#

Discord has some things with sharing sound, drives me mad as well. If you haven't yet, select "hear VR audio from computer" and share the exact screen that has the sound.

#

Or just change the output from the headset to windows settings

lusty tide
hidden gulch
#

Hello everyone !
I am working on my first game, adding music and sound effects to it.
I grabbed some open sound effects from different sources, and they do not have all the same volume. there are even some sound effects where I would like to change the pitch, or to "cut" so it begins faster or ends.
What (free) software could handle that ?
(I know I could handle the volume and pitch changes in unity, but I would like to "normalize" all my sounds effects because I use them through some scripts)

hidden gulch
#

Thanks, I'll try it ! 🙂

bronze anvil
#

i have an issue where absolutely no audio is playing. not even in the preview, when looking at an editor, and when i press the toggle audio button on the top bar, it toggles off every time i start the scene.

quasi hound
bronze anvil
#

no

#

i hear sounds fine in a new project...

quasi hound
bronze anvil
#

all of them

daring sierra
#

Hello everyone! I just added my first sound effects but I have a small issue (fairly new to unity / programming) - I have a short sound effects for movement and I use GetKeyDown to trigger it. The issue is that as long the key is pressed the sound effect is starting over each frame basically. Any idea how I can trigger the sound on key is pressed and let it play normaly and stop the sound when the key is released?

languid nest
#

Can someone help me with the sounds?

#

The sounds that I bring are not working, it is in .fsb

quasi hound
desert ice
desert ice
#

void PlaySoundWhenKeyPressed()
{
   if (Input.GetKeyDown(KeyCode.Space) && !hasPlayed)
    {
      yourAudioSource.PlayOneShot(yourAudioClip, volume)
      hasPlayed = true;
    }
}```
#

and then edit this accordingly when you release the key

#

this should work in theory, if you don't want the sound to repeat over every frame

urban scarab
#

i got a problem where when it plays the audio it only plays a sec of it stops than randomly plays it again, but distorted

#

is it because i play it cont. in update?

lyric root
#

what behaviour do you even expect, playing it in update?

urban scarab
#

like it sometimes plays

#

but a distorted and fast sound of the sound i got

#

but randomly plays

#

and fast

#

very fast

#

like a distortion

lyric root
#

give your code

#

and pin me

#

@urban scarab

urban scarab
#

@lyric root


public class SoundHandler : MonoBehaviour
 {

    public AudioSource src;

    public AudioSource srcAtck;

    public AudioClip[] sfx = new AudioClip[10];

    public Player player;

    //src.clip = sfx; src.Play();


    public void soundUpdate()
    {
        switch(player.state)
        {
            case Player.movementState.idle:
                src.clip = sfx[0];
                break;
            case Player.movementState.walking:
                src.clip = sfx[1];
                break;
            case Player.movementState.sprinting:
                src.clip = sfx[2];
                break;
            case Player.movementState.air:
                src.clip = sfx[3];
                break;
            case Player.movementState.crouching:
                src.clip = sfx[4];
                break;
            case Player.movementState.dash:
                src.clip = sfx[5];
                break;
            case Player.movementState.sliding:
                src.clip = sfx[6];
                break;
           
        }

      //  srcAtck.Play();

        src.Play();
    }

lyric root
#

isn't it done in update?

lyric root
urban scarab
#

i call the update somewhere else

#

no need to show u it, it's just a main script that handles updates

#

@lyric root

lyric root
#

no issue at all

urban scarab
#

do i have to change something in the audioSoruce

#

in like

#

that graph?

#

@lyric root

lyric root
#

gimme all scripts

urban scarab
#

tere is a single script

#

@lyric root still

#

if i don't have it on loop

#

or if i play constantly

#

it should act like the animation

#

play the sound, end it

#

and then if is with loop, loop it again

#

it shouldn't have this behaivour, should it?

lyric root
urban scarab
#

is just that

#

in update

#

and YES

#

it calls it

#

i tested

lyric root
#

wait, are you asking why it changes constantly?

#

@urban scarab

urban scarab
#

it's the same audio

#

but it gets distorted

#

and fast

#

and only happens sometimes

lyric root
#

gimme recording maybe?

urban scarab
lyric root
#

what's that?

urban scarab
#

the rec

#

i am using

lyric root
#

recording of your issue

urban scarab
#

the recording

#

it should play

lyric root
#

screen recording

urban scarab
#

@lyric root i will tag again after im done rec

urban scarab
#

i am going insane

#

what is wrong with this sound

desert ice
# urban scarab <@1025482839954821222> look

so what I'm understanding is that you're telling the audio source to play when a specific player movement happens, and then you're also telling it to loop. That might be part of the reason why it's distorted because it's playing on top of each other since whenever you tell it to play (which is every time a player movement happens), you're also looping it. Is that right?

urban scarab
#

how can i solve this?

desert ice
#

don't loop it I suppose

#

because in practicality you're already looping it in a way, since the audio source is played everytime a particular player movement happens

urban scarab
#

same result....

desert ice
#

unless you want it to serve a specific purpose?

desert ice
urban scarab
desert ice
#

yeah so keep the loop unchecked for now at least

#

I'm not sure if this would fix this, but for SFX I've always used PlayOneShot() if it's a sound that is repeatedly called. Might wanna try that out and see if that works. Although you possibly will have to add a check like a private bool hasPlayed (like I've mentioned above before your question) to make sure the clip doesn't keep repeating.

#

Also before you do that, try turning off Play on Awake

#

Since that is also a call that will always happen when you start the scene

#

and call for the audio source to Play

urban scarab
#

@desert ice you mean

#

constantly using .Play

#

will basically restart the sound

#

every time

#

I have been asking this question for hours

desert ice
#

So will PlayOneShot(), but since you need the source to play every time something happens, I don't think your code is "wrong", per se.

desert ice
# urban scarab

And you're using a three second clip for a walking sound, is that correct?

urban scarab
#

yes or no

urban scarab
#

literally if this:

urban scarab
#

is the issue

desert ice
#

I'd rather use a one second clip of just one walking sound, like one step.

urban scarab
#

i know how to fix

#

so is it the truth?

#

i REPLAYS

#

it doesn't let it end

#

every time i do .Play?

desert ice
#

Yes, everytime you use Play or PlayOneShot, it always plays from the beginning. I assumed you knew and thought your issue was something else.

urban scarab
#

this was the first thing i asked here

#

@desert ice thank you chirst of heaven

#

@desert ice i solved it.

desert ice
#

Awesome!

lyric root
proper tree
#

hello all. so my issue, I have a microphone input sound source that i want to always be muted. problem is, it has to also drive shape keys for facial animations. while it does work, it seems like microphone detection is very low. i have to have the mic very close to my face to drive the shape keys correctly. i want to know if there is a way to amplify the sound coming out of the game? my volume level is at 1.0 and i have a mixer setup at -80db. it mutes the sound like i said, but barely drives the shape keys. i simply want to amplify the microphone input to the game before it hits the listener i guess.

feral geyser
#

Hi all. A simple question but not sure where it should go
It's for an audiovisual related equalizer thingy

    {
        float val = newVal;
        if (newVal > prev)
        {
            //val = Mathf.Lerp(prev, newVal, attack);
            val = Mathf.MoveTowards(prev, newVal, attack);
        }
        else
        {
            //val = Mathf.Lerp(prev, newVal, decay);
            val = Mathf.MoveTowards(prev, newVal, decay);
        }
        return val;
    }```

For a "update value" with dampen, should the Attack/Decay be applied with Lerp or MoveTowards?
The thing with MoveTowards is, it's only in effect if the change of value is higher than the dampen
I tried both and while the Lerp is more smooth/the effect is seen for any new value, i feel the MoveTowards is more correct?
desert ice
# proper tree hello all. so my issue, I have a microphone input sound source that i want to al...

In this video I'll show you how to check the loudness of your microphone and of any audioclip. We will use this system in two examples, Making a character talk and detecting when your player blow !

▶ SUBSCRIBE : http://www.youtube.com/channel/UC-BligqNSwG0krJDfaPhytw?sub_confirmation=1
▶ PATREON : https://www.patreon.com/ValemVR
▶ DISCORD: http...

▶ Play video
#

Around 7:30 he speaks about using a loudness scalar which you might need since you have signal detection setup, but it's just not enough. You can also use a compressor with I'm thinking a low threshold and have the make-up gain just enough so it works for you. That will boost the signal just like a limiter plugin but it also may clip the signal if you go overboard, as far as I know.

proper tree
#

so, ive managed to get my "voice" audio source to use mic input, redirected thru main mixer set at -80db. i have the mic group set at 0 with a slider to change it. its working as intended so far, but i totally appreciate the input. I actually used that exact video to get microphone recognition working.

#

my second audio source object(main camera) that also has a listener on it.

desert ice
#

nice. Never can go wrong with a Valem tutorial.

#

wait so are you still having the issue?

desert ice
proper tree
desert ice
#

Then Unity's stock compressor should do it I suppose. I haven't dived deep into audio plugins for Unity yet, but I'm sure there must be a "saturator" or perhaps a better compressor plugin.

lethal river
#

is this where i'd ask questions about wwise

quasi hound
lethal river
#

couldn't find a discord unfortunately

#

anyways

#

I have paths that depend on several states but none of them work except the default ones

#

Does the track state need an event to work?

quasi hound
lethal river
#

oh yeah i found that and noticed the same thing lol

#

anyways i could easily just brute force it and make states for every rank and track, but i don't want to do that if i don't have to

desert ice
lethal river
#

do i need to sign up for the website to get the discord link?

desert ice
#

Yeah

#

Or wait

#

I'll just DM you the discord invite

#

mb lol

#

Just sent the invite in your DM

autumn island
#

When making pool. How can I make sure that collision sounds dont overlap each other? And are only played when neccessary?

hidden gulch
#

Hello everyone !
I have a question about having multiple sounds at once :
In my game, I have a sound that is a goblin dying. I put a script in my goblin's prefab so that it creates a special prefab with an audiosource when they die, which will play the sound, with some randomness added (a 0 to 0.3s delay before playing the sound and a 0.7 to 1.3 pitch on the sound).
When my player kills one goblin every second, everything goes well : the sounds feel varied and play correctly.
When my player casts a big spell which kills 20 goblins at once, it feels like I can only hear the sound of one goblin dying.
I tried pausing the game when the 20 goblins die to check, and I do have my 20 audiosources instantiated (with the nice little speaker icons visible in the unity editor scene window).
Are there some settings hidden somewhere that limit the number of audio sources at the same time ? (I looked around in the audio mixer and couldn't find).
I think I remember reading that there is a total limit at 20-30, but I am far from that (1 background music, 2-5 spellcasting sounds, 2-3 goblin death sound at once).
Here is the script attached to the audiosource prefab instantiated on the death of the goblin, if it can help.

void Start() {
        AudioSource audioSource = this.GetComponent<AudioSource>();
        audioSource.clip = sound;
        float pitch = Random.Range(minPitch, maxPitch);
        audioSource.pitch = pitch;
        float delay = Random.Range(minDelay, maxDelay);
        audioSource.priority = priority;
        audioSource.volume = volume;
        audioSource.PlayDelayed(delay);
        destroyTimer = sound.length/pitch + delay;
    }```
#

I checked out something by changing the audiosource priority of the goblin death sound. It looks like it does come, at least in part, from there :
there are more audiosources that I though, because of multiple sounds having a long fade out.
I am going to modify a few of them so I have less of this problem, and am also looking for another solution of this problem :
Is there a way to limit the number of audio sources PER Audiomixer Group (and not just in total) ?

proper tree
#

Is there a way to reroute game audio output within game? Like in an options menu I could have a drop-down that lets me select either speakers, or headset, or etc.

desert ice
proper tree
desert ice
proper tree
desert ice
#

Nice

proper tree
#

Thanks @desert ice

desert ice
proper tree
#

What's funny is, I searched the web for answers for hours and you searched for 3 mins🤣

desert ice
#

hahah I just searched NAudio Unity, since you already mentioned it

night breach
#

The variable bgsound of DeadScript has not been assigned.

proper tree
#

So for anyone wondering, my problem was not in the actual audio, but in a script that was "amplifying" audio to drive facial shape keys. I had to find the correct value in the script, and create an int variable that would multiply that by whatever. (3) I then made a slider that connected to that value for testing. Working as intended and driving shape keys more now. Basically, this boosted the sensitivity of the microphone driving the keys.

fast jay
#

Is there any way to get background music for my 2d game for free

wise dagger
#

Hey guys, we created a plug-in for Unity that allows you to make it easier to implement voice dialogs and sounds into your Unity Project: https://github.com/charactr-platform/charactr-api-sdk-unity

Here is a video showcasing how to install it.

https://www.youtube.com/watch?v=ujTP-TwOd94

Any feedback is appreciated. Thanks!

GitHub

Contribute to charactr-platform/charactr-api-sdk-unity development by creating an account on GitHub.

Boost your Unity game development with voice dialogues. This tutorial guides you through the integration of the Charactr Voice SDK, a key tool for creating immersive gaming experiences. Learn how to add voice dialogues in Unity and elevate your game's interactivity. Perfect for Unity developers seeking to enhance their games with dynamic voice f...

▶ Play video
proper tree
#

@desert ice welp, i still cant get any version of NAudio to work at all

sturdy sandal
#

Hey, I was wondering if there is anyone here who could help me identify how to get my sound effect sounding a certain way. I'm sharing my sample vs the target sound I'm trying to achieve. Perhaps there is some effect or thing I could apply to it to get the desired result?

sturdy sandal
desert ice
desert ice
proper tree
#

I actually found a "unity" NAudio GitHub. Two infact. Neither of which will do what I am trying to do. I am trying to make a drop-down for audio output selection. I've done this before using NAudio but just don't remember how.

#

I had to drop the DLL into my plugins, then I had to add all the folders included with it. NAudio DLL and files are good. It's my method to fill the drop-down and actually switch outputs that's getting me

proper tree
#

update.. so may functions for NAudio are not available for unity. i managed to get DirectSound to recognize my available outputs and fill the dropdown.

proper tree
#

however, now it seems there is no logical way to just change the output device of my unity game audio

maiden quarry
#

I am looking for a sound designer for the three hour game jam to collaborate with me in the next 48 hours!

#

Let me know if you are free and up for it.

karmic boneBOT
maiden quarry
#

ok thanks

jovial raven
#

Yoo, I have a game with sound effects playing at random times depending on the situation. Think of it like a bullet hell type of game. I am wondering if there is a correct way to play lots of short clips without "sound clipping" happening. my first intuition is to have multiple sources and have them queued up but I really am supper uneducated in this area of field. can anyone help me find a solution?

whole cloud
#

Let me know if those don't help after playing around. To be clear, the issue is that so many sounds play at once it just gets too loud, right?
I feel like if you queue them up, they will play longer than they should and that would be a whole other issue on its own

jovial raven
whole cloud
#

What do you mean by canceling out?

jovial raven
#

yes, too many concurrent sounds. like take an SFX channel for "example" hypothetical. the audio clips are 1 second in duration but i am constantly playing them twice a second.

#

so when one clip is half way through playing and then another clip starts of the same effect it clipped the original sound and restarts it. i do not want this. i want the clips to overlap

#

when i say "clips" i mean audio file / audio sound

#

@whole cloud am i making sense ?

whole cloud
# jovial raven when i say "clips" i mean audio file / audio sound

That IS an issue.
I've seen people deal with that by keeping a count of the current number of playing sounds, and preventing any new sounds after the 20 allowed, until the sounds die out
Or faking it by having looped sounds that approximate a bunch of whatever you need (if it's bullet hell, then the bullet sounds). Meaning, rather than each individual bullet having a sound, you would have single sound that plays for longer and sounds like a bunch of them.
Or have a SFXManager and call RequestSound, and if that SPECIFIC sound has been played too recently, don't fulfill the request.

It's gonna be up to your needs

Btw, Clips is correct, but I would use chopped instead of clipped in terms of ending it prematurely, just for future clarities sake. Clipped is a specific and known term that means what I mentioned earlier, and it will cause the same confusion it caused me

jovial raven
#

ok thank you

whole cloud
#

No prob!

whole cloud
jovial raven
#

i think i will need to create multiple channels for each weapon...

#

i have to do some thinking on it @whole cloud my situation is a little more complicated

#

your help has been great though, they have set me on the right track

night breach
#

Hey

#

I have a problem with fmod

#

i never used it it's my SD who is using it

#

please help me

autumn ember
#

I have trouble setting up the DryWetMIDI plugin, trying to make it work reading midi files and connetcing it to the BarScript "that moves the objects when piano is playing"

#

any suggestions?

wet flame
#

Hey 🙂 so i implemented audio spheres with Audio Room (assett https://assetstore.unity.com/packages/audio/ambient/audioroom-184013 ) . i wanted to know if theres a way to make the audio start from the beginning every time i enter
currently it starts at the beginning when i enter first time and then when i leave and come back its like it kept playing but i would like it to start from the beginning again

Layer in the sounds of AudioRoom from Dataram 57 for your next project. Browse all audio options on the Unity Asset Store.

cunning wadi
wet flame
cunning wadi
wet flame
#

then why do you reply...?

cunning wadi
#

I thought you created audio rooms.

#

rooms with audio

#

audio playing in rooms

#

with your own colliders

#

playing your audio

#

in rooms

wet flame
#

ok will change the question to make it clearer

cunning wadi
#

Ohhhh. My bad. Just saw you post above after I scrolled up. Browser window wasn't big enough UnityChanSorry

wet flame
dark comet
#

can unity use .ogg files for audio?

cold otter
dark comet
cold otter
#

and it worked

#

oh wait unity does support ogg

short pilot
#

How would I call an event or a function at certain parts of the audio? I'm trying to make it so that matching the attacks with tempo would deal more.

#

ping me if someone replies and thx in advance

desert ice
# short pilot How would I call an event or a function at certain parts of the audio? I'm tryin...

Although I haven't used it personally, you can use the audio spectrum data in unity (audioSource.GetSpectrumData()) and basically use the spectrum to check certain parts of the audio, for example a kick drum in any song would ideally have a higher amplitude so you can have amplitude as the check that if the attack falls on the exact time as the part of the audio with higher amplitude, deal more damage. @short pilot

desert ice
desert ice
#

You can apply something called an "FFT Window" which basically breaks up the audio spectrum into chunks, and gives you accurate representations of frequencies in the audio spectrum and what the audio is made up of. You can apply that and you'd have finer resolution in your attempt at matching certain parts of your audio.

junior dust
#

anyone got tool recommendation for sound effects? Ive been using vital to make actual sound effect and audacity for final cuts but looks like vital is for music lmfao I want good samples with minimal effort to transform that into final sound like pew pew or boom boom

plucky dawn
#

would someone be able to help me get my audio to work, the clips are fine my game isnt muted the volume is max, the clip is supposed to be playing (with code i debugged it). I have my audiolistener on my cinemachine virtual cam. Does anyone have experience troubleshooting audio. This is my first time adding it to this project so I assume its something Ive forgotten to set up.

light compass
#

unity autoadds a fade in to my imported audio, how do i turn this off

plucky dawn
#

Im pretty sure unity doesnt do that, it could be the way you cut the clips

light compass
#

i cut it specifically so that it didn't have a fade in

#

can i trim in unity?

plucky dawn
#

not without plugins afaik

plucky dawn
stuck frost
#

i dont know how to use a song in my unity game

im making a unity game and idk how to credit/credit properly a song in my game.
idk what to do

quasi hound
#

A licence does not have to require crediting but most do
If there is no licence, you can't use it without explicit permission

stuck frost
#

but where do i find the licence

eager phoenix
#

If there is no license you'll have to ask for a permission from the artist

stuck frost
quasi hound
#

Songs like these are commercial products, you can't simply use them in your own products

stuck frost
#

oh thx

hybrid apex
#

is there a tool in unity that I can use to make my own sounds?

quasi hound
#

Unless you code in one
But that isn't easy from what I hear

wary haven
#

C64 styled music.

hasty stirrup
#

banger

sullen needle
#

Hello, I am developing a game where the Player'll be able to import new music tracks and files into the game. Is this possible with FMOD? Creating banks at runtime in builds?

#

Or do I need to use standard Unity audio system?

frail ice
#

Guys, how do i make ambient sounds. I can't find anything online, no matter what i search, no sound design tutorials, nothing. As if ambient sounds didnt exsist, but yet they are in every game. And i mean like futuristic synth sounds, i know i could just go outside and record some birds.

Here are a few examples:
https://www.youtube.com/watch?v=41vfljspZkY
https://www.youtube.com/watch?v=uavHpiDtdpw
https://www.youtube.com/watch?v=h7-ZS-XPB3w

Extracted from game files using the AssetStudio

Credit goes to Stress Level Zero

▶ Play video

Extracted from game files using the AssetStudio

Credit goes to Stress Level Zero

▶ Play video

Six different locations around City 17 for you to enjoy. You can see the Citadel has moving platforms around it, even though they do move very slow.
[Scene Time Stamps]
00:00 - Rooftop
10:00 - Street
20:00 - Citadel Vista
28:29 - Street 2
36:47 - Residential Block
43:12 - Alley

▶ Play video
quasi hound
quasi hound
desert ice
desert ice
frail ice
stuck frost
#

whats this

desert ice
frail ice
quasi hound
#

If that's what you want
"Ambience" can mean quite literally anything

frail ice
#

Im talking about the synth/futuristic ambience mixed with wind and ambient stuff

desert ice
frail ice
#

Im also talking about how to get that ambient feeling. The sounds should feel like they are coming from the Environment from the Buildings and not just like music

desert ice
desert ice
#

Some electronic sounding noises or the like

frail ice
desert ice
#

Yeah for sure. Lemme know how it turns out, would love to have a listen!

#

In fact, the videos you sent are excellent references.

#

Alyx has incredible sound design

quasi hound
#

Sounds' "distant" or "environmental" feel usually comes from a stereo effect, echo and/or some filtering

#

Reverb I mean rather than echo

turbid hound
#

ok so ive been stuck on this for like an hour i even went to chat cgpt but no help and i dont understand why the only context i got is one image but no audio will play in my game its at -75.2db i dont know what else to take photos of as well i dont know why its happening
Image

stuck frost
#

What is this and how do I fix it?

native flower
#

Can someone help me find websites / software that can help me create sfx for my game

silk obsidian
native flower
#

Ok thank you

frail ice
stuck frost
#

-Title to search for other discord users:
Audio Takes Much Memory

-Problem
For instance, i added an AudioClip that costs 84MB.
Loaded via Addressables system and i see it grow up from 150 MB to 700-800MB's

-Description
Hello. I am using Addressables system to load an audio. I searched a little bit but i didnt seem found a proper fix or because i am lazy to read many text lmao. But i will try them just right now.
I tested AudioClip LoadType to "Stream" sadok Actually fixes the memory problem.

-Solution
Well, it seems i found my solution. Thanks to this article:
https://blog.theknightsofunity.com/wrong-import-settings-killing-unity-game-part-2/

mortal glen
whole pewter
desert ice
fathom pendant
mortal glen
# whole pewter seems AI generated, incl. images backgrounds

The images are AI generated. The music is original hand crafted composition. How could AI generate something like that lol? Pretty shitty from you to say that after the ammount of work put into creating that. Literally offensive stuff. You do that will all your competition?

whole pewter
# mortal glen The images are AI generated. The music is original hand crafted composition. How...

the amount of various AI tools capable of generating unique tracks/stems are getting to be aplenty nowadays
(e.g.
https://www.loudly.com/music/ai-music-generator
https://openai.com/research/jukebox
https://www.veed.io/tools/ai-music-generator
https://soundraw.io/
)
which the slightly 'can't put exactly my finger on it' character of your music resembles to - at least to me - and it's not hard to do bit of arranging afterwards

pretty strange you lash out immediately like this after mentioning AI heh

word of advice:
i you used AI tools to generate the tracks I recommend disclosing the fact on the page, and
you seem to be licensing them under CC BY-SA 4.0, which might be more problematic, since I really doubt the tools allow their generated content to be resold without more pricey licensing tiers, if at all

but if you have everything legally covered then you can safely ignore literally everything i wrote above can't you

whole pewter
mortal glen
#

You just dont seem to understand that the music created didnt involved any AI tools.

#

Of course I lash out imediately after mengioning AI. I was working like a mulle for more than 2 months, daily, to compose, arrange, produce, mix & master every instrument track you hear there, just to have some rando on the internet claim that is AI generated lol.

whole pewter
mortal glen
#

Insults?

whole pewter
mortal glen
#

Yes! I give it away for free lol. Some of us do this kind of work as well. Jesus.

whole pewter
#

hey mate i wrote what i wrote above you can either take it to your heart or ignore it;

i - personally - don't particularly care either way ; hope it's clear
your ~rando; cheeers i won't be responsing about this more

mortal glen
# whole pewter hey mate i wrote what i wrote above you can either take it to your heart or igno...

Not everyone on the internet looks to rip you off. Im sorry about your past experiences with shitty people and AI generated stuff that got you this paranoid. If you cant enjoy something carefully crafted, with soul and sweat, gave away for free, just so people can enjoy it and use it in any commercial purposes, then please, keep yourself from making hate and harmfull coments, since everything you said above is not true and you just assume things based on your personal experience. Dont ruin this for everyone if you had some bad history with AI stuff, since not every1 on the internet is trying to push AI generated stuff online and claim its yours. 😄 If you ever come to reason and get over your paranoia, I would be more than glad to show and teach you how to start creating music and what orchestras i used and VSTs and plugins and show you the music sheets as well (even teach you how to read them, if you skipped that part). Open your heart and have faith that some of us, still do this the right way.

mortal glen
whole pewter
mortal glen
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Anyhow, you keep up to your paranoid fake music and advocate that every1 is trying to rip you off! Sure!

whole pewter
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🤷‍♂️

stuck frost
fathom pendant
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YOU GAVE ME AN IDEA FOR ELECTRIC BEES

versed snow
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I'm using an audio mixer for the first time in order to pitch shift audio that has been sped up so it sounds normal. That's all working fine. I have an array of clips and I set the clip for the audiosource based on a selected clip. After that clip has played, you can select another clip and play that. Without the mixer, this works great. With the mixer, the 2nd and subsequent plays play a bit of the previous clip first. At the end of each clip I do a Stop() and at the start I set .clip = null then set .clip to the next clip. If I remove the mixer from the audiosource, it works, if I add it, it plays a bit of the previous clip. I'm not using the mixer for all audiosources, I have audiosources all over the place for buttons and whatnot. I feel like I must be missing something obvious. I've looked for a way to "reset" the mixer to no avail. Any clues/ideas/suggestions very welcome.

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hmm, I wonder if I'm posting in the right channel, should this be in code-general or something? Haven't really posted on this server much before.

static pecan
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https://youtu.be/qktWaClTSX0

Original Composer - Yoko Shimomura
Cover made by: Peshtiwar Botani
Track: Street Fighter - Ken's Theme
Here's my reimagination of how Ken's Theme can sound in an orchestral environment, I don't think this cover is perfect but I do feel like this is a lot better than my other Ken's Theme ochestral attempt.
I can't wait to share more of my journey here.
Take this for a spin!

Original Composer - Yoko Shimomura
Cover made by: Peshtiwar Botani

Track: Street Fighter - Ken's Theme

Here's my reimagination of how Ken's Theme can sound in an orchestral environment, I don't think this cover is perfect but I do feel like this is a lot better than my other Ken's Theme ochestral attempt.

I can't wait to share more of my jou...

▶ Play video
versed snow
# desert ice did you fix it?

Not really. I did find that if I call audiosettings.reset it gets rid of the artifact, but apparently it also reloads all of my audio tracks and I have 30 of them, so it is slow. So then I set them to not preload which means I have to load them before playing them. I've got it to the point where there's no audio artifact, but the game hangs for 1-2 seconds. I've traded one pain for another. I thought about seeing if I could get rid of the hang with a coroutine or something, but I'm temporarily focused on other things right now to let my head heal from banging it against the wall 🙂 That said, if you have any suggestions/ideas/potential leads I'm all ears. And thanks for asking in any case 🙂

desert ice
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How are you using the pitch shift effect through the audio mixer? I have a pitch shift effect setup through the audio source. So in my case, I have a paddleboard and if the player is moving at a certain speed, I'm increasing the pitch of the river water sound depending on the speed.

versed snow
# desert ice How are you using the pitch shift effect through the audio mixer? I have a pitch...

Yeah, I have lots of audio clips as well and without the audio mixer, all is well. So, I'm doing 2 things at the same time. When you set the pitch higher on a clip, it increases the pitch by playing it faster. I am doing it to change the bpm of songs. If I have a 90 bpm song and I make the pitch higher it changes the song to for instance 120 bpm. I want the music faster but the pitch the same. So I use the audio mixer to pitch shift it back down. So the end result is the pitch is the same but it players faster. It is for instance what audible.com does if you set an audio book to play at 1.5 speed. They speed it up and then pitch shift it back down.

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I know it sounds like the end result should be no change, but it really does speed it up and keep the pitch the same.

desert ice
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is there a way for you to check if changing the pitch of the audio source or if changing the pitch in the audio mixer is misbehaving/causing the error?

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like manually operating the playing of the clips so you can check?

versed snow
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If I just change the pitch of the clips, then that is also fine, but then it sounds like The Chipmunks 🙂

desert ice
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what if you put a delay before starting the next audio clip? It is possible there is a delay in stopping the audio source, though I wouldn't exactly know how rn

versed snow
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Well, it is a dance game and you pick a song, play it, then you might hang out for a bit and play another song.

desert ice
versed snow
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Unless I call audiosettings.reset, no matter what I do I get the sound artifact at the start of the next song 😦

desert ice
versed snow
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yep

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like some buffer that didn't clear out

desert ice
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yeah that is exactly what I'm thinking, and a delay should really solve it (I hope)

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like a play on delay

versed snow
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I tried PlayDelayed, PlayScheduled, etc , no love

desert ice
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damn

versed snow
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I'm not playing the songs back to back either

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Play it, hang out, play the next one. Unless I do audiosettings.reset, nothing seems to work

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I have some other leads, but I've already tried so many things I feel like somebody else must have run into this and it is something I'll never guess

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like, I haven't tried putting all sounds through the mixer. But I keep trying things that don't work so I feel like I'm on a hamster wheel.

desert ice
versed snow
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And I also thought of playing the next track on mute, then rewiding it. If that worked, it would work for the dance part because it takes a bit for the notes to get to you, but it wouldn't work for the preview 😦

desert ice
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you don't have the play on awake for the source right?

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or loop

versed snow
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Nope

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It is definitely a head scratcher

desert ice
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there's definitely a loose screw in the signal processing chain

versed snow
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Yeah. Starting to feel like a bug. But seems like somebody else would have run into it

desert ice
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let me check online if I find anything

versed snow
desert ice
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this is actually an audio signal processing problem

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and this might be the perfect case for me to work on and talk to my professor about

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he worked on Unity plugins and stuff

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I am trying to find if somebody else made a similar approach as yours

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changing the speed of the clip (increasing tempo/pitch) will obviously change the duration of the clip, but if you're telling it to Stop() and even clearing the audiosettings to reset, it should ideally clear the buffer and start from 0 again.

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I'll try asking on one of the Audio Programmer discords

desert ice
whole pewter
whole pewter
remote iris
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anything to make this not take almost all my CPU for just paused audiosources? And no, I can't remove them. I'm making a game where having them here and now cached is pretty important.

sharp ferry
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Why does it say source is null even though Im referencing it?

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It just keeps saying null every time I try. You gotta click on the imgs to see them properly

silk obsidian
sharp ferry
versed snow
whole pewter
alpine shard
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I have FPS project, there are multiple sounds like spade hit sound, weapon shooting sounds, fall damage, explosions etc. However my playtesters have mentioned that some sounds like spade hit sound are too high volume, relative to others (high volume click sort of)

My playtesters also said I could add audio slider but that won't fully fix the problem itself, unless sound slider for every single sound in game. What approaches are there to this problem or sound design in general in game dev?

desert ice
remote iris
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ill try, thanks

desert ice
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#4 is about pausing unused audio sources, you can instead disable them.

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Unless your purpose was to pause them and make them resume after you tell the audio source to (like pausing a music track and then resuming it from where you paused it)

old ocean
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How can I know if my game is too loud or too quiet?
Everyone has different sound settings on their computers. Is there some kind of basis to which I can compare the volume of my game?

quasi hound
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I believe you'll want to be using over half of the audio range without peaking at the top

old ocean
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I'm not sure if I'm understanding it's value axis correctly, so I don't know if I can judge based on it.

quasi hound
whole pewter
whole pewter
old ocean
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Thanks 😄

rare talon
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Has anyone experienced issues using Bluetooth headphones with a Unity app? Audio sources stop playing as soon as you connect headphones, that's fine. But even if audio sources are playing, after some time all audio will be lost and there is no way to recover it.

stuck frost
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-Title to search for other discord users:
There is no MP3 selection in Audio Compression Format.

-Problem
There is no **MP3 ** in Audio Compression Format enum even tho platform is set to Android in Build Settings.

-Description
I am an idiotUnityChanFinished

-Solution
Lol you need to switch the tabs. Look a little bit up here and you will realize you are in tab "Default". Switch to Android and bammm you get the "MP3" option as well when you check "Override".

silent tusk
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Hello, can someone recommend some tool (AI) for making sounds and music for my game please. I coudnt find anything useful for free

quasi hound
silent tusk
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Or maybe just wait then there will be some AI for this because it isnt so important to have sounds in game when I dont have even major mechanics done

quasi hound
quasi hound
silent tusk
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I know but I am not sure about licenses if I accidently would like to release my game

quasi hound
silent tusk
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Ok thanks for help

stuck frost
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Anyone knows why there is a "Crackling" sound when you pause, unpase and stop an Audio Source? **Of course i can do simple Fade In and Out / Mute and Unmute before Play/Stop/Pause/Unpause everyone knows that. ** but i dont want it. Its not what i want actually.

Here is the problem. I checked "Mono" to hear popping better. Its a MP3 file. But this popping thing happens with WAV too. Vorbis, PCM, ADPCM, Decompress, Compress... I tested all but this still happens. Even tho i set "DPS Buffer" to "Best" in Project Audio Settings.

I just pausing and unpasing in this video. Nothing more
Ive noticed this popping happens mostly on "Loud" parts but i dont know how will i solve. Ive tested the Audio Mixer Compressor thing. But i am not an expert i dont know how it works, but i can say its making my sound lower even you change the Attenuation. You know what, i think it works lmao but i dont want my sound to be in low volume.

This problem exists in Production Build too.

I searched a little bit more and this issue actually exists in Unity 2023 too lol**
Reference:** https://issuetracker.unity3d.com/issues/audio-popping-is-heard-when-playing-back-a-sound-through-timeline-and-the-audio-playable-asset-has-loop-enabled

quasi hound
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Regardless of engine

whole pewter
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yea; he's starting playback in the middle of non 0 data

stuck frost
whole pewter
whole pewter
stuck frost
stuck needle
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Is there a mater audio simulator that also does env raytracing? I have about 5 cores sitting idle and looking to use them for something awesome