#🔊┃audio
1 messages · Page 2 of 1
hello, just rushing with jam anybody can see whats wrong and why is music not playing? the music iin other scenes works fine
Make sure there’s an audio listener in your scene
it would probably be attached to the camera
glad that worked! it was just a guess since you were in a rush 
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
any one know a good place to get free sound effects?
Is it possible to make certain sounds mute for certain people in an online game?
Why wouldn't it be?
Better question is, how can I do this?
Depending on your client/server architecture either the client checks for the relevant condition before playing the sound, or the server checks for that condition before sending the client info about the sound source
or controls the audiosource volume or mixer volume, depending how you want it
Cool, I'll do a bit of research and look into that
There might be more examples out there for fog of war systems which I think are fundamentally similar, but instead of controlling renderers you'd be controlling audio
But ultimately the specifics depends on how your multiplayer is set up
Alright, thanks for the help
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
Like are we ”not playing” sound or do we want to mute a sound which is playing
Hello folks, is this the place I can get some assistance regarding Vivox?
Yes
Still seems pretty new and obscure at the time of writing though
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?
Like generating a private key known only to the client and a public key at the server.. is there an example implementation?
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?
If there are 2 audio listeners in the scene, it will crash the game?
no, just jitter between the two
thank you.
I already built aab and upload it to google play
I just want to know that it cause any crash or not.
it won't cause any crash on user's android phone?
i haven't tested it specifically on an android phone, but I don't see why it would.
I see two ways:
- Assign the AudioSource output to the Audio Mixer and add Normalize or Compressor effects.
- Increase the gain using the
MonoBehaviour.OnAudioFilterReadorPCMReaderCallbackmethods.
Do you guys make your own sound effects or get free ones online?
I have free and paid libraries which I mix as needed
Hunting for free sounds is almost a lost cause, as free sound sites are filled to the brim with low quality effects, and effects that originate from paid libraries
OpenGameArt seems to have a good track record on not hosting stolen content, but I can unreservedly only recommend these from what I've encountered
https://sonniss.com/gameaudiogdc
Indeed
Hoping I get the time and resources to get properly into recording equipment and DAWs
That's silly, but actually scores pretty high relative to my expecations 😄
The mic quality is decent, no echo, very unlikely to have been stolen, not entirely misleading naming, no destructive filters or mixing
The best free stuff always seems to be promotional freebies from proprietary libraries or services
makes sense
how would I control volume of all sounds if they are all individually attached to different objects?
might be a silly question
You'll probably want to use the mixer / a mixer group
But it kinda depends how granular volume control you need
for this project a simple on/off would do the trick
next project I want to implement setting your own volume though
Sure the mixer is great for that too
when will I finally have seen everything unity has to offer 💀
every week a whole new thing to learn
In a few years of daily use 

I think the volume curve doesn't hit 0 if I'm not mistaking on the pic, try pulling it to 0 exact
Probably a FAQ question but is there a general limit on active audio sources to respect now a days?
There are limits for real and virtual voices but other than that I think it's just up to your performance budget
https://gamedevbeginner.com/unity-audio-optimisation-tips/
alright thank you ill take a look at this
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.
do you suggest any fine free software to make some tunes for an indie game
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?
It plays audio while the object is existing. If the audio source doesnt exist why would it play audio. Add a coroutine to place a delay before deleting the object
surprisingly was not the issue, but all sorted now thanks for the input 🙂
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 😭
- your ide claims there arent any references to these functions, are they attached to an object instead? And maybe just set as the OnUpdate for some sliders in the game
- dont post screenshots
- ask in one of the code channels
!code
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📃 Inline Code
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How could I make the audio sound like the one in this video? Is a specific filter used?
https://www.youtube.com/watch?v=JoCqRi4xEHg
Routine is a space-themed horror game from Lunar Software and Raw Fury, with music composed by Doom 2016's Mick Gordon.
#Routine #summergamefest #gamingnews
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
Do your AudioSources work without any code, just Play on Awake?
no
its not played on awake at all
the flashlight works the paper works but the walk audio does not work
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.
-
The sounds are way louder, to the point of a heavy distortion
-
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.
Not immediately familiar with that kind of problem
What build platform is it?
Windows
Intel 64-bit
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
that's my hypothesis
Problem solved, here's the forum post:
So what exactly was it? Exposed parameters "improperly managed" how?
I've been using them no problem
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
Yo, what volume roll off are you guys usually use for isometric / moveable camera like in RTS / city builders?
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
I don't know of an editor setting besides the mute toggle it
However an easy alternative would be to use the Audio Mixer to control the volume of all sounds sources assigned to that mixer group
You'll probably want them in a mixer group regardless so you can eventually implement volume control easily for the user
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
Yea, one would think that'd be a standard feature
Then again I never realised it was missing until now!
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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
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
What format are you importing from?
mp3
hey guys has anyone here used behavior designer? im specifically asking about the Can Hear Task?
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?
Is there any tool that can help make an audio loop seamless?
You could use Audacity to fade the start and end on top of each other
There's probably tutorials for that
I just finished working it, I tried LoopAuditioneer at first, just stressed me to my highest this week
Yeah there's yt tutorial for it (audacity )published 9 years ago and still works fine lol
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.
I realize the ability to save 'good' melodies is needed also.
Player presses button in game scene, melody is randomly generated.
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?
I am assuming it should be fine to just attach sounds to the objects themselves as they are setactive.
Should I save the FMOD studio file in a Unity folder and commit it with git?
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
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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.
my question was probably better off in #archived-code-general oops
unity has a built in localisation system for all kinds of assets, and tools like yarnspinner or whatever you may be using for playing the files back also sometimes have localisation features
Is there any way to access the bindings for the AudioListener?
https://pastebin.com/iM8FE2Le this is my new working system for lining up inputs with the beat
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
if you do it too early it still doesn't seem to count however
I also added float timingWindow = beatLength / 2.5f; which seems to work really well
Idk why 2.5 is a good number for it but it works
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.
Have a Dictionary for each language that holds the clip/path to the clip, then write a function that takes an enum (the language) and returns the corresponding path/audio clip based on the language currently selected.
how much do songs from ASCAP/BMI usually cost roughly?
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?
there arent any video tutorials on obtaining licenses for songs that i can find unfortunately
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
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)
Licensing a song from a famous band would be closer to tens of thousands of dollars or more.
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 ?
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".
this is the whole soundeffect
can someone explain me audio in unity 2d
There's tutorials for how to crossfade a sound with itself to make it looping using Audacity, for example
Probably even programs specifically to create loops in various ways
Data goes in, sound comes out
It's pretty cool!
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?)
It's hard to know what you mean by "weird" as opposed to "good" so maybe you'd want to record a clip of the cars driving so the issue could be more apparent
There are footsteps, car horns and car engines sounds here. But the engines sound weird (for now max 3 engines can be playing, because with more it would sound even worse)
(I am actually using FMOD)
It sounds like you're starting the car sound every frame again for every car
You'd rather loop just one instance of the sound per car
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
Every physics frame I check with a Physics.OverlapSphere the 5 nearest cars and play the sound for each of them
Doing that repeatedly causes the problem you are hearing
Ok
I would rather simply have an AudioSource for each car
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?
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
Just hundreds of gameobjects with audiosources doesn't seem terrible to me
Thousands more so
Ok thanks!
can anyone get me a calm background audio for my 2d platformer please 🥺 Ping/mention me for reply
Nobody here is going to do your work for you. Go look online.
The localization system supports assets as well as text. You can localize audio clips. https://docs.
hello, it cause crash?
I never faced a crash with this. Have you removed the main camera as well? I guess that's the reason for this issue.
thank you
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?
nvm i figured it out
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!
If it doesn’t have to be free, Antares has you covered https://www.antarestech.com/products/vocal-effects/mutator
Learn more about Auto-Tune, the music industry standard for pitch correction and vocal effects. Shop and learn about the best plug-ins for pitch correction, vocal effects, voice processing, and noise reduction. Auto-Tune Pro, Auto-Tune Artist, Auto-Tune EFX+, Auto-Tune Access, Harmony Engine, Mic Mod and more.
Thank you!! I'll check it out!
Hi guys! Somehow in one of my scenes the music doesn't play
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
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();
}
}
In both cases the camera has an audio listener, I put the respective gameobject into the serializedfield etc.
I literally have no clue 😄
Any ideas?
Other audio doesn't play neither like button clicks which are actually simple
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?
right or left ear?
anybody know where there are free sound effects
Do people still buy the Sound Ideas libraries?
(Or any other kind of libraries?)
Both are left and right audio signal, I think the upward is left ear signal and downward right ear
thanks👍
hey, does someone here know if Steam Audio can be used in 2D?
I don't know the specifics of it, but "2D" in Unity doesn't really mean anything besides use of Sprite Renderers components and Rigidbody 2D physics
yea my problem is that i dont know how to setup audio occlusion in 2d, so that once you close the door of a room for example you hear the sound muffled from outside the room
If it requires 3D colliders or meshes, you'll have to use those
It's quite likely not designed with 2D in mind, but you can make 2D games out of 3D components just as well
okay, so just overlaying the 2d stuff with equivalent 3d rooms and make the sound happen in them?
That sounds like the way to go
How to do it exactly may depend on what exactly do you want to use 2D components for
and what components the sound spatialization system wants you to use as well
the game is basically this, so only 2d sprites and tilemaps having each a different order in layer
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
You'll probably have to have the whole level's colliders exist in parallel just for the sound simulation
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
okay, thanks
that's not a spectrum, it's a waveform - samples in time
it's displayed 'in both directions' as convention - you/they can display it all above 0, but usually often samples are processed as [-f, f] so it makes more sense to draw them above and below 0
Question: How would you make sound dampened for being underwater? Which Audio-Effects would you use?
Low-pass filter
I just tried and that sounds like a good start. Thx.
Microphone.Start() and End() freezes the game for 0.5-1.0 second.
Does anyone know what that’s about?
Very jarring in VR
Is there a way to find out if my audio clip has finished in the editor
i can't hear audio source on timeline how do i fix it?
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.
hey i am wondering how to add music to my project
Shuffle playlist
Hey, anyone here using AR/MR/XR in their work might be interested in this: #🤯┃augmented-reality message
Unity released a new feature - Audio Random Container
https://forum.unity.com/threads/the-audio-random-container-23-2-alpha-feature-release.1426668/
Always welcome to get more "basic" features that were missing before
Anything that doesn't need to be coded in cuts down time cost and beginner obstacles
I might have called it a playlist instead, as that seems to be the fundamental function of it
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.
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?
Also, is zapsplat the best library for sound effects? That where I'm mostly looking
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
(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)
As far as I know a "whoosh" consists basically only of a build-up and the tail, so I'm not sure what one without either would sound like
It should be fairly trivial to edit sounds you find in small ways like that
Such as with Audacity's fade in/out filter
hmm, maybe 'fwoom' ?
Any clue why an audio mixer group would be totally missing from my build? I get no errors
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
stand on the spikes till you die
and the lose sound will play
but it will be super loud and distorted
compared to the original audio
Oh god those are some huge downloads 😯
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
37 GB 😂
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
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?
Generally Unity can keep track of references to missing files, so in the case of plugins it may sometimes be the best option to ignore the plugin's folder and download and import it separately
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
Do ReverbFilters always cut the audio off?
or is there a flag or something I need to enable for it to work out?
Unity's audio filters are active only when the AudioSource is playing an AudioClip. For this reason, I have abandoned filters and use mixer effects.
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
Are there any obvious clues how they might be different from the rest of your clips? Either different formats, file size or length on the audio asset, or different kinds of components playing them
they're both half a second long
and then a 1 second silence in the end
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
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
i could look into fmod but the one time I tried to learn it proved how incredibly daunting it seems to pick up
yeah that's probably just the best course of action at this point, ignore me
fmod isn't the easiest thing to pick up
but damn it, if its not strong and capable
genuinely
I've been making music as long as I've been making games, and where ever they intersect fmod has had my back
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
and looking at the wwise documentation makes my heart skip a beat
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.
I think its easier and safer to make both the sounds exactly the same length
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.
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
even in something like fmod, I have to get both the audio clips perfectly aligned and of the same length
granted fmod has a track view so I can trim audio, but it still has to be done
Hmm that's true. I still wanted to try it out if possible but thank you.
its definitely possible, but not the way to go IMO since you're replacing one problem with another
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.
if you want, I can send you some of mine
Thanks for the advice :).
perfectly synced and of the same length
Hmm thanks so much, we had a few placeholders for a while anyway but I'm just excited to try the actual songs in-game to get a feel for how it sounds.
sure, if you don't want to wait up on artists you can download audacity and chop away
it has gotten really user friendly as of late
Oh yeah maybe that's a better idea actually.
well good luck, and remember never use mp3s
Oh.
Wait why not?
Enlighten me please oh audio programmer god :)
well it used to be under patent and you needed a license to distribute any kind of mp3 files
I've heard .wav is pretty bad for size optimization.
that patent has "expired" as of 2017
and I put that in quotes since where ever there is legal hazy-ness someone will abuse it
Ah dang. Thanks for the tip.
.wavs are excellent for any thing that has to do with music
Ok i'll go with .wav for the music then. Thanks again!
anything else I'd recommend ogg
no problem, just looking out
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
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
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
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
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
It doesn't look to me that there's a way to turn off compression entirely and it probably wouldn't be very sane to do so, there's a reason we don't store textures as BMPs either
By default Unity compresses all audio using Vorbis which is perfectly sensible
yeah I just turn it as low as I can
Low?
yeah
The default compression setting is Vorbis with max quality
Right
Does FMOD have encoding formats besides Vorbis, PCM and ADPCM
Assuming it uses those as well
no, they use the same encoders as unity
they use the same encoders
Oh, misread
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
of course
no contest there
I don't even think most people would notice the difference between 96kbs streams and 1000kbs+ streams
why i cant put the audio clip?
Looks like it wants an Audio Source rather than an Audio Clip
https://docs.unity3d.com/ScriptReference/AudioSource.html
https://docs.unity3d.com/Manual/class-AudioClip.html
Audio clips contain the audio data used by Audio Sources
this maybe the problem?
the clip it self?
Why would it be a problem?
this is the AudioSource component
the script works fine as it is the component when i run the game
but the audio stops after few milliseconds when i play, while the component contains the clip as this above image
can't find any solution anywhere, any help will be appreciated
@thin orchid what do the clip waveforms look like
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()
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
does someone know how to translate melodies into sheet music?
Has anyone ever spent an hour looking for a sound effect for something, and feel like you just can't find one that fits?
It's possible there's an AI tool for that
seems like the type of thing an AI could do
Tried it and it got smth close thx
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?
There is some one who use Wwise and Unity for Nintendo Switch Game ?
You can use AudioSettings.dspTime to calculate clock to follow the BPM. Play audioclips through the AudioSource.PlayScheduled(dspTime) for accurate sync.
Unity has recently started updating old assets, including MegaCity
https://github.com/Unity-Technologies/Megacity-Sample
but they broke audio system, it looks like DSPGraph is not compatible with latest DOTS.
You can still download the original project shown at GDC 2019 (requires Unity 2019.1.0b7)
http://megacity.unity3d.com/MegaCity_GDC2019_Release_OC.zip
Some documentation
A composition using a hybrid of synth and orchestra: https://youtu.be/SVMiz-CC_Gc
➤ Instagram: https://www.instagram.com/grezuremusic/
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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)
There is no 100% solution, even AAA studios screw up
https://www.youtube.com/watch?v=Tq5292Riwig
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.
Thanks for the reply, I'll try catching all event calls and calling different event\params based on their amount and limit amount of instances to prevent a bunch of triggers sequentially layering on top of each other
How to make zone where when camera with player is sounds on and when he leave zone it will not play??
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?
Check out this free asset, the zone implementation is very simple
https://assetstore.unity.com/packages/audio/ambient/audioroom-184013
unity can import up to 8 ch
you have access to them so you can create new AudioClip for each
(IIRC currently there's a bug creating AudioClip assets in the editor in that it doesn't store data in them but you can do it at runtime)
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?

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?
Its a island that the player/players will live on and they'll have the ability to sail to different islands.
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
Good to know
I'm kinda researching about these "multi track audio format" but... for simplicity's sake i might just export as multiple from Audacity and put them all in Unity, assigning each to the channels and call it a day
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).
Hey! I saw this recommended here a few times and while you state its simple i managed to not make it work.
In my opinion i followed the read me and example scene very closely
however when i press play the music is everwhere instead of just in the Audio Room Box D:
you missed "Spatial Blend" setting in music AudioSource, it should be set to 1 for full 3D,
and "Doppler Level" to 0.
btw I'm also confused by default AudioSource settings, such as enabled doppler 🙂
Thank you bro, i can look on that today
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?
Spline which surrounds the coast and audio source placed into closest point to player on spline is common solution for these.
— 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.
awesome, I will try that; I did try using the duck volume effect but I didn't know how to set it up properly
I already play the sounds with a random delay, but I didn't think of starting playback at a different time, that may help too
thank you 👏
Hey that already helped a bit! However the song never disappears and i am always able to hear it somewhere quietly,
do you happen to know which settings i have to play around with to make it sth i cant hear anymore when im a bit farer away? 🙂
Good to know.
The issue is probably Logarithmic Rollof in AudioSource 3D Sound Settings.
Change Volume Rolloff to Linear Rolloff and adjust MinDistance and MaxDistance bounds to your needs (AudioSource Gizmos shows this bounds)
That was it! Thank you so much it works perfect now ❤️ 🙂 Happy friday to you 🙂
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)
Is there a place to find free royalty free music without needing a subscription
anybody uses the oculus audio sdk here? i can't figure out how to install it on unity
My last piece of music realized for an RPG in Los Angelese. Recorded in Sofia (Bulgaria)with the European Recording Orchestra. Conducted by me 😄 https://youtu.be/OZ2WornZAAo
It was an incredible emotion to be able to make this piece with an orchestra with so many musicians. Conducting such a large orchestra takes your breath away.
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
!code on how to share. Nobody is going to download a file on mobile.
📃 Large Code Blocks
Large code blocks should be posted as links to services like:
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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.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Nevermind, don't crosspost @unkempt salmon
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
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
Anyone here who does/did creature sfx?
I'd like to get into it but idk how and where to start 👀
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.
^ 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)
🗃️ Documentation
Packages
Middleware
📚 Resources
Tutorials
- Audio Import Optimisation
- Audio Mixer
- Creating audio managers:
Pyramind • A Sound Effect
Sound Libraries
🤔 Troubleshooting
🗺️ Roadmap
A recent composition for Space Trash Scavenger. A bluesy-country style track using guitar, banjos and synths: https://www.youtube.com/watch?v=yxSz1y6JOzE
Grab your jetpack and explore procedural asteroid fields, derelict spaceships and abandoned outposts. Build your Space Rig to process scavenged trash. Craft, trade and fight your way to success in this interstellar, open-world sandbox.
excuse me, how would I get sound effects of fighter jets flying really fast over the player?
It depends. Your question is about implementation or sound design?
sound design. I have no access to a twin engine aircraft, nor do I have a runway or audio equipment.
Sound of moving objects is based on Doppler effect and air absorption. I'm not a sound designer, but you can find tutorials on YouTube to create a doppler effect in your DAW. Aircraft samples are available in free libraries (check GDC Game Audio Bundles).
is it too difficult to make background music?
Why would it be too difficult?
Do you mean adding it to the game or actually making it?
Isn't the Doppler effect just noise changing based on how far away a sound is and if it's moving near or away from you? Wouldn't it be simpler to just automate the volume to decrease as it moves away and increase when it gets closer?
Doppler effect changes the pitch, not the volume
You'll likely want to be looking at sound libraries
You may be-hard pressed making complex sound effects without hardware, software or experience
actually making it
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?
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.
have you tried clckig inverted in the transition conditions field?
i did and that just makes it not loop regardless of the IsLooping setting instead
yep, until I started to use FMOD which has a built in sound store. every SFX file for 0.99$ is pretty decent.
here's my parameter settings in case the problem is there
it turns out the problem was "hold value during playback"
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
Show pls your request code.
Perhaps issue is in the wrong AudioType of downloaded AudioClip
The issue was that the audio was mp4a codec so I used ffmpeg to convert to wav and now it works
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?
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
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?
Can anyone recommend a good video on music theory basics?
Is Microsofts Project Acoustics any good? Also what are the terms for using it and how does it impact performance?
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
hmm not really too sure of any good videos off the top of my head. I could help you out a bit if you want
Maybe I might be able to create one, I am trying to become better at making music and the only thing that I am good at for now is making beats
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?
Thanks but... My game is a no-bugget game 😅...I will remember you... maybe in future when I have Money 👍
Well I am not an expert in making music, I started just a week ago so the maximum amount that I could ask is just 5 dollars
I am a programmer, not a music artist so I couldnt ask more then 5 dollars
I appreciate your interest towards learning to make music but man... I am a student I can't afford it rn... I am launching my first game on Friday... If I get some money from it and if I needed some music for my other game then I will surely contact you : )
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
hey, anyone know of a simple chiptune music generator?
Oh I see
sure
FMOD has built in sound store? I have FMOD but didn't see that 0.0
Hello 🤪
!collab
We do not accept job or collab posts on discord.
Please use the forums:
• Commercial Job Seeking
• Commercial Job Offering
• Non Commercial Collaboration
I am not searching for people in this server, I am searching for people irl
Then don't use this server to do so
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
Might wanna try the Meta XR Audio SDK. It's pretty decent,
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
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.
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.
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.
you can start a coroutine and wait for seconds up to 3, and then reference your audio source and tell it to pause or stop
hmm I see.. I guess I'm better off manually editing sound effects in audacity
If you are using timeline and it is for cut scenes etc, you can trim, cut, split just like traditional audio editing software. But if you are using those samples for ingame FX, loops, etc. Using audacity makes more sense.
Oh I gotcha, great to hear
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
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.
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?
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?
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.
Still in development 🙂
#archived-works-in-progress then ?
Sure I can move it
Hey @severe eagle could you check DMs please?
Found a cool online audio granulator: https://austintheriot.github.io/resonix/ .
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
haha boss go brrr
➤ Wishlist KARLSON on Steam - https://store.steampowered.com/app/1228610/Karlson
➤ My friend Producing the music:
https://www.youtube.com/user/Nickygutt
https://soundcloud.com/nickygutt
➤ Instagram - https://www.instagram.com/danidevmilk/
➤ Twitter - https://twitter.com/DaniDevYT
➤ Discord - https://discord.gg/dani
➤ Faceboo...
How do you perfectly loop a sound? Since right now there is a gap between it everytime
The audio data itself must not contain gaps, and must be loopable to begin with (such as by crossfading the start and end together), then it must not be imported as an mp3 which apparently can add gaps to the clip
Would a WAV be good then instead of mp3?
Yes
@wheat shuttle !collab
We do not accept job or collab posts on discord.
Please use the forums:
• Commercial Job Seeking
• Commercial Job Offering
• Non Commercial Collaboration
different daws have different ways of handling creating a looping track but a simple way could just be to fade in/out and make sure u arent leaving space at the beginning/end of the track, nothing to do with the filetype
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
came for the very same reason
my wav clip is perfectly loopable.
however after converting to ogg it inserts a gap in the end.
there must be a way to tell the ogg conversion software not to let that happen (i'm assuming the gap is created by the conversion software when it sees there's "empty space" in the end)
What is the conversion software? I use Audacity to convert and it's never done that with .ogg
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
where can I get some free, really simple music for a background soundtrack
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?
Probably not, unless you check the clip length and wait for its duration to check again or assume it's ended by that time
Yeah, the only solution I could find online was to Invoke the next clip at the start of the current clip, and set the wait time to be equal to the current clip's length. I just know using Invoke can be kinda messy/unsafe, so I was hoping there was an alternative.
What's messy about it?
You could alternatively use a coroutine or a timer to wait
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.
Checking a bool in Update is not expensive
If you've got hundreds of them and have to avoid having Update at all I can understand wanting to optimize it, but generally this is rarely a problem
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?
that's not strictly speaking FMOD question, with large separate assets you can e.g. use submodule/s, or LFS
@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?
that's different question and no
read fmod docs at least, the banks (audio + functionality) are part of final build
banks in unity project are made available via FMOD for Unity package
i think we're completely missing each other. all g though, ill check docs again
What's the file format and export settings?
mp3, project rate 8000hz
Try ogg or wav instead
8 kHz is an extremely low sample rate
I'd try 44.1 kHz instead
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
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.
so it's literally just a sequence of 4-bit samples
Yes (there is some other data mixed into the same file but those parts aren't important)
shouldn't be too hard to write a script that just expands it into 8-bit samples
That would be fantasticly useful.
I can provide one of the files if you're interested
sure
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.
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
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
Where did the data come from?
a 1997 video arcade game, which is why I believe it's 4-bit. (Loading it in an 8-bit format is missing half the samples)
recording sfx today 
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?
where do you guys get sfx from your video games
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
Hi !
Is anybody using DearVr ? I can't find a way to play my audio on 2D (left/right)
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
You'd use 2D or 3D sounds depending on which one you want in your game
Or the third option which is 2D sounds with 3D distance attenuation
alright so all those options are valid, I see. Do you happen to know examples of 2D games that have 3D sounds? I don't want to go for something that is not tried and tested by the industry
All three are used commonly, and they barely differ in implementation
Streets of Rogue is one such 2D game with 3D positional stereo sound
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
alright, thank you! I'll try the 3D sound approach then
Some progress on our game Project Star Head. What are your thoughts on the music I composed? I'm going for a spacey, lonely feel using guitar, strings and synth. https://www.youtube.com/shorts/GIvB8NI-csM
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?
Is there a built in way to trim audio clips in unity or do I just have to open them in audacity
Make a 3D spatial sound just as if you were in 3D space and position your Audio Listener in a way that works in the 2D perspective
Sup Unity group. Anyone able to install this https://www.nuget.org/packages/NAudio/ - NAudio on macOS
chatGPT gives me some dlls files to import in the assets folder in my project, which. I cannot find
Well I tried but it is always full volume from no direction anyways playing no matter where I am
That happens if Spatial Blend is 2D instead of 3D or if the audio source overlaps with the audio listener component
The audio listener is on the camera and I check it doesn't overlap unless it has a radius of its own and it is on 3d
Can you show the audio source component properties? Assuming you're playing it through a specific audiosource and not PlayClipAtPoint method
I can't rn I just woke up and saw your response
Hi, how can simulate what a gunshot sounds like if the player is inside of a car?
You could try https://docs.unity3d.com/Manual/class-AudioReverbFilter.html
Can't say I know much about them, but since your question has gone unanswered for so long I thought I'd throw in something.
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
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.
I don't know if if it's the best but foobar2000 has worked excellently for me in that role
Its file library and search functions especially are incredibly quick and effective for browsing through sound libraries
I've got nearly 40 000 items in there and it can search through them pretty much instantly
Waveform seekbar addon is priceless for both previewing and examining the audio files
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
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();
}
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?
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
As long as your audio source is routed to the correct mixer, the PlayOneShot will go through that mixer. If the audio source you're using to play the one shot isn't connected to a specific mixer channel, it will go through the master channel by default
Ok, actually some sounds went through another audiosource which was not linked to the mixer, ty
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+
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
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
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
cool stuff. Probably gonna try that out soon
I know this might be obvious, but there's a check in the Unity Audio settings that says "Disable Unity Audio". I've had to uncheck it when I changed from 21 to 22, which was weird why they would have it checked by default.
does this happen when you're screensharing via Zoom or something?
Nope it was through Discord. My issue was that Oculus seemed to be making audio go through the headset despite the fact the headset wasn't selected
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
its was the audio listener 😅😅
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)
Audacity, for example
Thanks, I'll try it ! 🙂
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.
Does the problem persist even in a new project?
Hmm same editor I assume?
Does the problem occur in a specific scene or all of them in the first project
all of them
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?
Can someone help me with the sounds?
The sounds that I bring are not working, it is in .fsb
Fsb files are not meant to be edited or accessed by users
It's a "built" format and encrypted no less
might want to check your audio listener since Fernando a couple of questions above had a similar issue.
so if you want the sound to only play once, you can add a check if the sound has played - a private bool hasPlayed = false, and then add an if statement something like this:
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
A very simple way of playing audio at a trigger only once and not being able to play it again in Unity.
All scripts & assets:
https://github.com/UnityTutorialsHD/Unity-Tutorial-Assets
Music Used:
Cayman Cline - Memos (Prod. BNJMN)
https://twitter.com/CaymanCline
https://www.youtube.com/TheKiDMusicTV
https://soundcloud.com/caymanmusictv
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?
hahaha
what behaviour do you even expect, playing it in update?
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
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();
}
isn't it done in update?
this method isn't even called in this script
i call the update somewhere else
no need to show u it, it's just a main script that handles updates
@lyric root
no issue at all
in this script
do i have to change something in the audioSoruce
in like
that graph?
@lyric root
gimme all scripts
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?
single script, really? how do you call that method then?
?
it's the same audio
but it gets distorted
and fast
and only happens sometimes
gimme recording maybe?
what's that?
recording of your issue
screen recording
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?
yes, you truly understand
how can i solve this?
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
same result....
unless you want it to serve a specific purpose?
I see.
yes that's what i want and only want
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
@desert ice you mean
constantly using .Play
will basically restart the sound
every time
I have been asking this question for hours
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.
bro
And you're using a three second clip for a walking sound, is that correct?
yes or no
yes
literally if this:
I'd rather use a one second clip of just one walking sound, like one step.
i know how to fix
so is it the truth?
i REPLAYS
it doesn't let it end
every time i do .Play?
Yes, everytime you use Play or PlayOneShot, it always plays from the beginning. I assumed you knew and thought your issue was something else.
i did not
this was the first thing i asked here
@desert ice thank you chirst of heaven
@desert ice i solved it.
Awesome!
I haven't been online for a while, but nice that you have solved it
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.
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?
This video might be helpful: https://www.youtube.com/watch?v=dzD0qP8viLw&ab_channel=ValemTutorials
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...
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.
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.
nice. Never can go wrong with a Valem tutorial.
wait so are you still having the issue?
Imo, I think it depends on what you want the outcome to be. Both seem to be correct, although in signal processing it's usually an interpolated value (lerp) when for example, using a "dry/wet" knob on a reverb plugin or a filter plugin. MoveTowards works well in your case, so it's perfectly fine.
somehwat yes
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.
is this where i'd ask questions about wwise
You can
They may have their own community spaces somewhere as well
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?
https://www.audiokinetic.com/qa/ they have this apparently, but it's quite barren
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
do i need to sign up for the website to get the discord link?
Yeah
Or wait
I'll just DM you the discord invite
mb lol
Just sent the invite in your DM
When making pool. How can I make sure that collision sounds dont overlap each other? And are only played when neccessary?
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) ?
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.
Might wanna check under Project Settings > Audio > Max Real Voices
Thanks. I am trying to avoid FMOD because it's to much of a learning curve ATM. And wwise eludes me. I was trying to use a library called NAudio. I actually had this working before and borked it somehow
Oh yes, NAudio. I've had a few of my friends get compilation errors with it while they tried using it in Unity. One of them got it working somehow by using an older version (1.6 or 7 or something) but she decided to use FMOD instead.
I'm sure it's still a good option, I know the Devs have been active in the last year at least. Or there are stack overflow answers for getting it to work
Now that you say that, I think I did use an older version.
And I just found a stack overflow answer that says using 1.8 will work in newer versions of Unity lol.
Nice
I was trying to use 2.0 this time around. Last time I think I used 1.10
Thanks @desert ice
That's good to know. I'll keep that in mind should I need to use it as well. Thanks for your question too!
I will 100% report back tomorrow when I try them all! 🤣
What's funny is, I searched the web for answers for hours and you searched for 3 mins🤣
hahah I just searched NAudio Unity, since you already mentioned it
The variable bgsound of DeadScript has not been assigned.
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.
Is there any way to get background music for my 2d game for free
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!
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...
@desert ice welp, i still cant get any version of NAudio to work at all
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?
I am aware that the target sample fades out, but I'm more trying to focus on the sound itself
try a low pass and cut around 10-15k or less as per your preference
sheesh. What seems to be the problem while installing?
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
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.
however, now it seems there is no logical way to just change the output device of my unity game audio
thanks, i will
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.
!collab
We do not accept job or collab posts on discord.
Please use the forums:
• Commercial Job Seeking
• Commercial Job Offering
• Non Commercial Collaboration
ok thanks
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?
Check this out:
https://docs.unity3d.com/Manual/AudioMixer.html
Then this:
https://docs.unity3d.com/Manual/class-AudioNormalizeEffect.html
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
so this was helpful for other reasons but i'm not worried about level. rather one audio clip canceling another audio clip when it starts playing
so, clipping is when the amplitude of the sounds are too loud and.. the waveform is "clipped" off, into a flattened portion, causing distortion. Which is why I assumed it was about volume
Very basically.
Are you talking about there being too many sounds and unity ends some because of the limits of concurrent sounds?
What do you mean by canceling out?
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 ?
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
ok thank you
No prob!
This message is talking about it being too loud, but prioritizing is also a viable option, or even something to use in conjunction with my suggestions
#🔊┃audio message
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
Hey
I have a problem with fmod
i never used it it's my SD who is using it
please help me
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"
created this script but ain't working https://hastebin.com/share/xuwoyekabe.csharp
Hastebin is a free web-based pastebin service for storing and sharing text and code snippets with anyone. Get started now.
any suggestions?
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
just stop the audio when you leave. 😕
but how.. i got AudioRooms as an assett recommended here so i figuered some people might know how it works 🙂
not really sure what that is
then why do you reply...?
I thought you created audio rooms.
rooms with audio
audio playing in rooms
with your own colliders
playing your audio
in rooms
ok will change the question to make it clearer
Ohhhh. My bad. Just saw you post above after I scrolled up. Browser window wasn't big enough 
i edited it cause of your feedback of my post not being clear enough, no worries
can unity use .ogg files for audio?
dunno, but u can convert it to mp3 using an online converter
What types of audio file extensions does it take?
the only file type that i tested was a mp3 file
and it worked
oh wait unity does support ogg
Unity’s audio system imports most standard audio file formats. It allows you to mix and master in real time, and it can replicate 3D spatial sound effects like echo, object movement (like the sound of a fast-moving car), and reverb. In this tutorial, you'll prepare in import audio files, and add Audio Source and Audio Listener components to your...
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
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
you can also use OnFilterAudioRead, but idk much about using that
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.
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
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.
unity autoadds a fade in to my imported audio, how do i turn this off
Im pretty sure unity doesnt do that, it could be the way you cut the clips
not without plugins afaik
figured it out, but I have to vent. Why is Unity Audio disabled by default in Project Settings? Almost every single game ever made has audio why would they default it to no audio.....
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
Usually you credit authors and their work in a credits screen in game as well as credits page online where you release
The licence of a song (or any asset) has terms for how you must use and credit it
A licence does not have to require crediting but most do
If there is no licence, you can't use it without explicit permission
like something like this
Provided to YouTube by DistroKid
Forgotten · Trxxshed · Lomtre
but where do i find the licence
If there is no license you'll have to ask for a permission from the artist
how do i see the but licence or where can i find it?
Best I can tell in this case DistroKid is a record label who owns the rights to distribute the song
You'd have to contact them
and prepare to pay pretty penny
Songs like these are commercial products, you can't simply use them in your own products
oh thx
is there a tool in unity that I can use to make my own sounds?
No
Unless you code in one
But that isn't easy from what I hear
banger
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?
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
Extracted from game files using the AssetStudio
Credit goes to Stress Level Zero
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
I don't think there is any particular technique for making them
They are field recordings, sound effects and synths mixed, layered and sometimes filtered
Theres gotta be something
It's an interesting topic so link me if you find something
https://cymatics.fm/collections/anniversary-freebies/products/life-ambient-recordings @frail ice if this has the stuff you need
So to bring you this level of depth and meaning to your music, we travelled to several unique locations with professional equipment to get premium real-world recordings that will bring your songs to life. The “LIFE” Ambient Recordings Sample Pack is filled to the brim with recordings including fire crackles, downtown
If you want make ambient sounds, you can make them in a DAW but not in Unity if that's what you meant
Thats not what i meant, i was just looking for resources.
whats this
specifically for futuristic/dystopian ambience you can search for Sci-fi ambience or FX
Found this if it helps: https://soundimage.org/sfx-scifi-amb/
So would you recommend just taking wind sound effects and just putting modular synths and sound effects on there?
If that's what you want
"Ambience" can mean quite literally anything
Im talking about the synth/futuristic ambience mixed with wind and ambient stuff
Tbh you could put a fart pitched down to something like 800-1000 cents and make it stretched and you have a drone sounding "synth", so it's literally make-it-anything you want
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
So basically, yeah, if it sounds good, it sounds good
So you can take some building noises, like a washing machine, dryer, AC, some TV noise, etc etc and mix it with a synth drone or a synth pad
Some electronic sounding noises or the like
Alright then, ill try that. Thanks for the help, i really appreciate that.
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
Sounds' "distant" or "environmental" feel usually comes from a stereo effect, echo and/or some filtering
Reverb I mean rather than echo
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
What is this and how do I fix it?
Can someone help me find websites / software that can help me create sfx for my game
There are resources pinned to this channel
Ok thank you
I've been working on this for about half an hour now:
-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"
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/
Hey there! If you ever need free soundtracks & SFX, please feel free to download them from my itch.io page. I have 4 packs and 3 days ago I released my first pack. containing 115 min of audio, 30 tracks, 30 amibiences and 15 soundscapes. Here is the link to the pack: https://hzsmith.itch.io/free-epic-fantasy-forest-music-pack
seems AI generated, incl. images backgrounds
This is beautiful yet haunting. Proper dystopian. Love it!
electric arcs ambience or somethin
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?
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
and no you don't have to be explaining all your creative process, tools and ways here, put it rather on the page
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.
careful with the insults here, they won't take you far
Insults?
and you give it away for free ? bit weird but whatever
Yes! I give it away for free lol. Some of us do this kind of work as well. Jesus.
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
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.
I will always take feedback on my music to heart. Especially when some1 claims its not my music or its computer generated, after all the hard and long hours Ive put into creating this. Im always up for critique from more experienced musicians, of course! But I will never ignore some1 who claims the music i create is not original/created by someone else/created by computers/ai.
i guess you could share ableton project or smh but don't bother; stems/rhythm sections can be always generated and there's no definitive way to prove it
music is easier to fake, it will get worse w/ 3d models over time
i wrote the above not just for you, it is a semi-public forum
I work in Native Instruments Maschine 2, not in Ableton. I use only NI ecosystem instruments, VSTs and Hardware.
Anyhow, you keep up to your paranoid fake music and advocate that every1 is trying to rip you off! Sure!
🤷♂️
bro it sounds like bees
YOU GAVE ME AN IDEA FOR ELECTRIC BEES
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.
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.
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...
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 🙂
yeah I am wondering what the exact issue might be, because the project I'm working on right now has tons of audio clip arrays that I've set to specific clips to play during certain events.
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.
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.
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.
that is actually quite smart tbh
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?
like manually operating the playing of the clips so you can check?
Yeah, the clips themselves are fine. And if I don't use the audiomixer, everything is fine.
If I just change the pitch of the clips, then that is also fine, but then it sounds like The Chipmunks 🙂
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
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.
you just gave me an insane solution for shifting up the tempo without changing the pitch, so I'm really rooting for you to solve this issue lol
Unless I call audiosettings.reset, no matter what I do I get the sound artifact at the start of the next song 😦
so it's just straight up a piece of the previous clip
yeah that is exactly what I'm thinking, and a delay should really solve it (I hope)
like a play on delay
I tried PlayDelayed, PlayScheduled, etc , no love
damn
I'm not playing the songs back to back either
Play it, hang out, play the next one. Unless I do audiosettings.reset, nothing seems to work
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
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.
ah, programming, the ever spinning hamster wheel
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 😦
there's definitely a loose screw in the signal processing chain
Yeah. Starting to feel like a bug. But seems like somebody else would have run into it
let me check online if I find anything
I appreciate your support.
so
this is actually an audio signal processing problem
and this might be the perfect case for me to work on and talk to my professor about
he worked on Unity plugins and stuff
I am trying to find if somebody else made a similar approach as yours
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.
I'll try asking on one of the Audio Programmer discords
Found a possible solution and appears on top of Google search and you might've possible looked this up, but is similar to yours. https://forum.unity.com/threads/change-speed-in-music-sound.502429/
verify how your clips swapping behaves when all pitch shifting +effects are removed i.e. new empty scene, two clips + audiosource pitch 1 + mixer pitch 1 (defaults), nothing else
not in general i guess - people tend to keep things as simple as possible - use mostly premade clips, possibly with as few effects as possible simple audio layer is not worth anybody's time
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.
Why does it say source is null even though Im referencing it?
It just keeps saying null every time I try. You gotta click on the imgs to see them properly
Use the context parameter or the debugger to figure out which object it's talking about, because it's likely not the one you're looking at
ah, thanks. Apparently a script on a disabled gameobject is causing the error.
As I mentioned above, everything is fine without the pitch swapping. I only recently added it and the problem showed up right away. If I remove the audio mixer everything is fine again. I'm not using any other effects. However, creating an empty scene with just this in it is a good idea. At the very least it creates a reproducible case.
As I mentioned above, everything is fine without the pitch swapping
eh must have missed that ( also clips swapping, not pitch swapping 🙂
but yes - creating clean repro will help either way
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?
you can try disabling your audio sources during the times you're not using them
ill try, thanks
Another useful blog that might help: https://gamedevbeginner.com/unity-audio-optimisation-tips/#pause_audio_sources
#4 is about pausing unused audio sources, you can instead disable them.
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)
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?
You can compare it to other well-mixed audio files, or examine the sound levels visually for example with windows audio mixer or by importing a recording into an audio editor to see its waveform
I believe you'll want to be using over half of the audio range without peaking at the top
Does Unity's Audio Mixer give me the information I need?
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.
I think you can get the same effect with it by treating 0 dB as the ceiling, but I'm not 100% sure how they're different
I'm most used to looking at waveforms
you want to google 'audio normalization'
more or less; it's using normal dB scale so the metering is based on actual (audible) strength of the output and should be ~= similar to other hw/sw meters in the system
Thanks 😄
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.
-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 idiot
-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".
Hello, can someone recommend some tool (AI) for making sounds and music for my game please. I coudnt find anything useful for free
I looked and there were none
Guess you have no choice but to pay artists for their talent or learn it yourself
Do u have any chance how to make somehow sound of grenade normally?
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
Sound effects are usually created by mixing in sound recordings and synths along with filters
You know there are plenty of sound effects and libraries online that are free to use?
I know but I am not sure about licenses if I accidently would like to release my game
Almost every site that offers content also gives a simplified explanation of the license, especially if they're Creative Commons licenses which are created to be easy to understand
And also save the licenses along with the assets so you can verify them later
Ok thanks for help
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
I think this is an effect you fundamentally get when hard stopping/starting an any audio signal without any kind of fading
Regardless of engine
yea; he's starting playback in the middle of non 0 data
Um how can i fix sir. AudioSource.time+x would work? i am confused as hell
i don't know man
if you really need to be starting playback in the middle of the audio you probably need to do fading as you wrote
i mean import the clip into audacity/any other random DAW and be pressing play/pause on it
Tested it mins ago and this popping noise also happening in Waveform 12.5 DAW. Thank you for helping me. After some investigating, now i understand why they use Crossfade when Pausing and Unpausing clearly.
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