#🔊┃audio

1 messages · Page 4 of 1

obsidian radish
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Or, as you said, are likely the audio engineers and dont want to touch code

quasi hound
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That too!

obsidian radish
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Actually on a separate note, any go-to resources for sounds? Paid or otherwise? I see that freesound.org is liked, but anything else?

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Music I'm covered, sound effects not so much.

quasi hound
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I know there's a particular challenge of syncing audio that's often required for adaptive music where different variants of the same song are crossfaded in
I would like to assume fmod has some particularly good solution for that since it's kind of a central issue in that field, but I do not know

stuck frost
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if i have a very specific question relating to audio would this be the place to ask it?

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i assume the answer is yes, just wanna make sure

quasi hound
stuck frost
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i suppose that is true. i’ll fire away then

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basically, im wondering if it’s possible to make a eurorack patch (see picture for example) and somehow insert that patch into unity to play as the audio track for a level

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yes, i could just record the patch for a very long time and insert an mp3, but im thinking with the way i would do it, there would be a lot more “generative” / “random” / “custom” / Literally “Modular” aspect to it

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not sure if this is Bonkers Insane or Actually Doable. or even worth it

quasi hound
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Playing a song from a sound file is simple
Crossfading multiple songs adaptively is a bit more complex
You can also store just the instruments as sound clips but then you need to implement code to play those clips
It's also possible to generate sound clips themselves procedurally from code but that's way more code

faint folio
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I try a clean build in Unity 2022.3.20f1

i get this error
Effect Lowpass could not be found. Check that the project contains the correct native audio plugin libraries and that the importer settings are set up correctly. UnityEditor.GenericMenu:CatchMenu (object,string[],int)

I am using FMOD... i don't have any built in audio, (im certain its disabled). I don't get this error in 2021, only in 2022, and only when I build... and im not noticing any issues with my game... The error itself is not very descriptive... any advice?

faint folio
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think i fixed it. if i double click the red error it takes me to a 3rd party addons audio mixer that was part of one of their demos, i deleted it and the error doesn't appear now (probably was using low pass plugin in thieir mixer)

stuck frost
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gotcha! based on what im looking for it sounds like the most similar thing would be making the patches recognizable as instruments somehow and storing them as sound clips

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so it sounds like it is possible just pretty complex

stuck frost
quasi hound
stuck frost
# quasi hound With what? I listed a lot of options there

sorry, i should be specific. the third option: “you can also store just the instruments as sound clips but then you need to implement code to play those clips.” could you point to a resource that would help me get started with that?

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unless that was obvious and i need to be specific regarding something else, please let me know

quasi hound
stuck frost
formal depot
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I'm using FMOD. I noticed that a handle can become invalid in the whilst my code is running.

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I presume this is just because FMOD is doing its own thing on another thread?

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I'm updating my code to not print warnings when it notices this :p

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(I release the event instances immediately after creating them)

stuck frost
woven latch
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Hi everyone .I have a problem with Timeline. My audio is desynched with my activation and animation track in android build but perfect in editor.
Does someonehave a similar issue?

echo glen
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just sync it 👍🏻

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o mb i didnt read properly

woven latch
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It is synched in editor but not in build

echo glen
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yep.

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does all of the audio play?

woven latch
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So I duplicated these working timeline in another scene and it became out of sync in these new scene

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nothing has change in these new scene

echo glen
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try and troubleshoot by duplicating it to a different scene
if it works well in a different scene then its a problem with the scene you're trying to duplicate it in

woven latch
craggy cove
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If you are trying to run the timeline as soon as the scene starts

woven latch
hallow jewel
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im getting massive audio delays, i am supposed to play a short bit of audio repeatedly as soon as a key is pressed for as long as its pressed, but the start and stop is massively delayed. any ideas?

quasi hound
hallow jewel
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theres some logic but its an mp3 ultimately played with audioSource.PlayOneShot.

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i can send u the code in a txt if u want

lusty gate
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Has anybody encountered the bug where if you have an audio source looping and playing and deactivate and reactivate the gameobject it is on it works fine, but if you have a reverb filter on the same object when you reactivate it the sound doesnt start again?

lusty gate
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well i dont know if it is a bug

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it might be optimization or some artful decision for the purpose of reverb

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but curious if anyone knows why this happens?

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I figured its that if you have a reverb filter applied to an audio source, if the sources volume is set to 0 and then set it back to non-zero value, the volume never comes back unless you call play again. However i think the bug is that isPlaying is never set to false when this happens.

eternal warren
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Any idea why audio is not working in my game, period? I have tried adding an AudioSource component with a random sound to play on awake and it does nothing

eternal warren
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I'll give some extra info on this if anyone reads it and can help, not a single AudioSource component seems to be working, nothing I do makes them play any sound, however the cinematic I have after the game is completed does properly play the audio

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The decibels in the editor stats window always shows -74.8 dB unless said cinematic is playing

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I also tried setting up a Debug.Log after a code that is supossed to play an Audio Clip and it does call the Debug.Log

eternal warren
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nvm i fixed it
I was setting the audiolistener volume to 0 at start unknowingly lol

covert glade
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Hi, I have a school project where I use FMOD, everything works in the editor but in the build the change of music parameters does not work. I do not know how to do.

hard gulch
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How do your bullets work? Raycast? Rigidbody?

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In either case you can use a trigger sphere collider to detect incoming bullets

covert glade
pliant sandal
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Hey I have a quick question, sorry if this doesn't perfectly fit in here:
I am working on a small game, mainly just for learning and for my friends. (Nothing that will be published on steam or whatever)

And our Team wants to make a Puzzle Game similar to Stanleys Parable but more Programming focused.
We really love the narrator of stanleys parable but obviously since its just a few students having fun and learning we don't have the budget to actually get a narrator.

Does anyone know a good way to get a few free lines of narration? It should be a deep but clear voice, just like Kevan Brighting (the guy that narrates Stanley)

whole cloud
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You could also rent some gear and do it yourself

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Sharegrid (if available where you are) or local camera shops have everything you need

pliant sandal
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I mean we all have the gear for it but none of us has the voice for it xD We all sound like 19 year olds, not the perfect voice for narrating 😄

pliant sandal
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so that is kinda our last option

whole cloud
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That would be cheap but not the best sounding

pliant sandal
# whole cloud Well, i guess asking people you know could work. With school projects, people ar...

yea we are currently asking around, I thought maybe asking here would also yield some nice results.
We also took a look at murf ai which offers 10 minutes of voice for free, but their AI voices are... well they don't sound very good.

We thought to maybe take one of the murf ai voices, generate all the voice lines we need and apply a slight robot or like a walkie talkie effect to supress the "ai", so it sounds a bit better

quasi hound
cyan stratus
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anyone making a retro game and need music? Willing to make music for free.

karmic boneBOT
paper idol
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Hi, when many audio files play at the same time, sounds are very choppy. I tried to use Streaming play, but didn't work.
Does anyone know how to solve?

paper idol
tardy pawn
# paper idol about 20

That is to be expected if you are playing the same audio files since the exact same sound is being played for specific frames which causes distortion. If you aren't playing lots of copies of the same sound, you should check the profiler to see if it's happening when the build is under a load already

chilly stirrup
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Is having every object carry its own AudioSources around fine?
I have a fair amount of stuff like bullets, pickups and scenery all carrying its own audio sources and I'm worried this is going to be difficult to work with later

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Especially for temporary objects like bullets or explosions

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I looked for information about sound managers online but the examples I find seem to fall into either "Too generic to be possible to work with" or "too simple to actually add any value"

paper idol
quasi hound
chilly stirrup
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I suppose it would be okay to pool some sound effects but not all?

quasi hound
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Pooled gameobjects are basically the same as instantiated ones, but avoid the need for destroying and re-instantiating repeatedly

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What might be the "difficult to work with later" part you foresee?

chilly stirrup
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Like if I want to add volume specific volume control

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Or if I want to replace every instance of a sound that's used many places

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Or hearing that a sound is wrong but not knowing where it's coming from without checking everywhere

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Or if I end up in situations with 10 of the same sound effects playing at once overlapping, making it extremely loud

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With an audio manager I at least have ways I can control this, right?

With 10 separate audio sources that don't know about each other, I can't prevent them from overlapping

quasi hound
# chilly stirrup Like if I want to add volume specific volume control

Audiosource specific volume control is usually a staple of any such system, though it's for you to implement
At minimum you need to get reference to the component and set the volume, which can be done fairly easily even when instantiating one
Also remember mixer groups for more categorized volume control

quasi hound
quasi hound
quasi hound
chilly stirrup
quasi hound
chilly stirrup
chilly stirrup
chilly stirrup
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Or how many were started in the last few frames

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I can prevent additional plays of the same sound effect

quasi hound
chilly stirrup
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Like if I've just started 5 "pickup" sounds it probably won't improve the soundscape to add 5 more

quasi hound
chilly stirrup
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Yeah

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Even a limit of "1 of each sound effect per frame" would help

quasi hound
chilly stirrup
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I might want two of the same sound to play as long as they are separated by a bit of time

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But two of the same sound on the same frame would just give me a louder sound, right?

quasi hound
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Though with 3D sound it's a bit more complicated than that

chilly stirrup
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True, but I suspect that two of the same sound playing from different locations on the same frame

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Would not be interpreted by my ears as "two separate sounds"

quasi hound
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In that situation it helps to have a number of variants for each sound clip, so they're not precisely the same

paper idol
tardy pawn
paper idol
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This is when multiple audio play.

tardy pawn
paper idol
tardy pawn
paper idol
tardy pawn
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Sorry, I have no vr experience 🤷‍♂️

paper idol
fossil coyote
scarlet bear
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Hello. I have a problem with the sound on my project. I played it everywhere (outside the editor, in the editor, in the inspector), everything works. But when I hit the play button, the sounds is not working at all. The code is working as intended (I put a debug.log to be sure), everything related to sound is on, but still nothing

quasi hound
scarlet bear
scarlet bear
quasi hound
scarlet bear
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in the tutorial is the same and it's working in the video

quasi hound
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Even when using something like PlayClipAtPoint that instantiates an AudioSource that's affected by distance attenuation

scarlet bear
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if you saw the script, instead of != null, I had == null

quasi hound
scarlet bear
austere escarp
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Is Anyone able to tell me why my audio slider is not working?

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I have the scripts set up to an audiomixer and manipulating the slider does change the master values but, the sound in play mode does not change.

quasi hound
graceful flare
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can unity engine support aup3 audios or do i need to convert it mp3?

graceful flare
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update: i did it

knotty laurel
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doppler effect sounds chopy on fast moving objects, any idea how to solve that ?

knotty laurel
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probably caused by frequent rigid body velocity updates ?

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is there a way to smooth it out ?

austere escarp
quasi hound
crystal pulsar
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I'm probably doing something stupid but why can't I hear any of my audio in the editor?

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I can even see that something is trying to playback in my audio mixer settings:

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Audio settings should be the defaults:

whole cloud
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Is you volume on your computer muted or low?

crystal pulsar
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Looks fine

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Still not a peep... other computer sounds are coming through just fine

whole cloud
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Hmm, show the audio listener

crystal pulsar
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I'm just trying to play some background music for now:

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it has 0 spatial blend, but it's still next to the listener anyways

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I'm getting different levels appearing in my mixer as expected

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Maybe time to give 'er the ol' restart treatment...

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Fully restarted my computer and now it's working... lol I guess

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The good ol' "have you tried turning it off an on again?" does the trick once again

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No way, it stopped working...

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It worked the first time I unmuted the editor window and now it isn't working again....

crystal pulsar
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so interestingly audio doesn't seem to be working in my builds either

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so something must be wrong...

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But what? A couple of things come to mind... I have COZY Weather 3 and that seems to have an audiomixergroup of its own-- parhaps it is swapping out my own audiomixergroup during runtime? But how can I check?

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When I am in play mode, the "stats" literally show decibels going up and down:

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but it's silent!

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slowly losing my mind lol

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Does DOTS/ECS mess with audio? Is there something there?

crystal pulsar
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So after further testing, audio works only after I restart the editor and before I hit "play"

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what could cause such behaviour?

crystal pulsar
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I'm using 2022.3.20f1 . I tried upgrading to 2022.3.22f but that broke a shader I was using so I downgraded. I'm not 100% sure if audio was working or not before / after those upgrades/downgrades...

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but still... so weird, right?

knotty laurel
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how to make sure that sound sources are attached to the camera ?
i have 2 gameobjects, 1 contains the cam, 1 contains a ridgidbody and sound sources, and i update the cam pos relative to the ridgid body pos, but it sounds like sound sources lag behind on fast movement. renderd objects appear to be fixed to camera. any ideas ?

crystal pulsar
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Can you move the sound source to the camera / audio listener?

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So they are on the same parent

knotty laurel
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hmm i somehow have the suspicion that ridgidbody is somehow responsible

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i have run a super high fixed update rate

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still lags behind

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made the cam a child of the ridgidbody

crystal pulsar
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Do you have spatial blend set to a non-zero value?

knotty laurel
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yes

crystal pulsar
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Why?

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If the whole point is that it's sitting on top of the listener just disable the spatial blend which should make it sound consistent regardless of where it is

knotty laurel
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true, but the positions are offset a little bit from the cam

crystal pulsar
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Unless you're trying for some sort of multiplayer thing where different players emit different noises and can hear each other based on that or something

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Oh like you have a "left", "right", "ahead" and "behind" audio sources around the camera/listener?

knotty laurel
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you could say that yes

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but like already mentioned, i kind of think, that ridgid body is doing something strange

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when i set the cam pos during fixed update. cam is lagging behind the visual gameobject

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but sound apears to stay with the camera, but choppy.

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if i update the cam position during update, which should be the case, so the cam is "fixed" to rendered object, then the sound lags behind

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and yes, setting spatial blend to 0 hides this problem

crystal pulsar
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interesting, I would have (naively) assumed that having them all parented together and then just updating the parent transform would work, but I'm a bit of a noob

knotty laurel
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me too

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maybe the velocities that the audio engine calculates drift...

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but that should only affect doppler

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which in this case is disabled but also totaly broken

knotty laurel
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feels like audio is processed/updated during fixedUpdate or so... when ever the ridgid body is updated, and takes that position

crystal pulsar
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what scripts are in the mix? Is it just the rigid body transform being modified?

knotty laurel
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ridgid body velocities are modified

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and the the cam's position is set to a position relative to the ridgid body, defined by a child

crystal pulsar
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What about late update?

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modify the velocities and such in fixedupdate, then adjust camera position in lateupdate?

knotty laurel
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no change with late update 😄

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btw, recorded the audio:

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generally there is noise + beeps

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and camera is moving at ~ 200km/h sideways, first right to left, then left to right

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top channel is left, bottom channel is right

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and beeps somehow start on one channel then move to the other one

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looks like 20 ms till the sound changes the channel

knotty laurel
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🤷

crystal pulsar
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still having that weird audio issue

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everything appears to be set up correctly (as far as I can tell) but no sound comes out of my speakers once I hit play

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it all works as expected until I hit play (or build)

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Even happens in a brand new / empty scene:

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The audio is playing, according to the stats in the game view, but I hear nothing...

knotty laurel
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set the correct device in windows ?

crystal pulsar
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all other computer audio works fine

knotty laurel
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maybe your output is just a different device

crystal pulsar
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unity audio works until I hit play

knotty laurel
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yeah but you can set outputs per application

crystal pulsar
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If I restart the editor it will play and I can hear it (if I unmute the scene or if I preview the clip) until I hit play, then it stops until I restart the editor

knotty laurel
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then some of your play mode scripts do not clean up or so ?

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had similar behavior with networking. if i dont close sockets, they are still open for the next "play-run"

crystal pulsar
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how could I even check that?

knotty laurel
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no idea 😄

crystal pulsar
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as far as I know, none of my scripts touch audio

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I just wanted to put some background music in for a start....

knotty laurel
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btw

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you have no output mixer in your last screenshot

crystal pulsar
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Oh I just moved the window

knotty laurel
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i mean non set for the audio source

crystal pulsar
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oh yeah, I set it, no change:

knotty laurel
crystal pulsar
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Still nothing

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Silent preview 😦

knotty laurel
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what was the input format ?

crystal pulsar
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mp3

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tried importing a different clip from a different artist in a different format (.ogg) and still silent / same issue

knotty laurel
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hm, no idea

crystal pulsar
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Same, slowly losing my mind over this

knotty laurel
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same with my audio positional lag 😄

crystal pulsar
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I even upgraded from unity 2022 to 2023 and nothing changed (other than a lot of time wasted re-importing / upgrading packages lol)

knotty laurel
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have you checked the windows mixer ?

crystal pulsar
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all fine

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it works fine until I hit play, so I know there's no super obvious issue like broken speakers

crystal pulsar
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This is wild... I think I figured it out

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need to do some more testing to be sure, though

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I don't know why but I had a VR headset plugged into the computer that had its audio set to 0

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but that doesnt explain why it muted the editors PC volume

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It was only configured to sideload apks, I don't have it working to run the game from the editor in the headset

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but.... 🤦‍♂️

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because it turns out that audio in the build is working

stark ether
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im getting this error

ObjectDisposedException: SerializedProperty activeAudioPool.Array.data[5] has disappeared!
UnityEditor.SerializedProperty.Verify (UnityEditor.SerializedProperty+VerifyFlags verifyFlags) (at <53ddbed73faf4fe3b980a493ab4e6639>:0)
UnityEditor.SerializedProperty.get_objectReferenceInstanceIDValue () (at <53ddbed73faf4fe3b980a493ab4e6639>:0)
UnityEditor.EditorGUIUtility.ObjectContent (UnityEngine.Object obj, System.Type type, UnityEditor.SerializedProperty property, UnityEditor.EditorGUI+ObjectFieldValidator validator) (at <53ddbed73faf4fe3b980a493ab4e6639>:0)
UnityEditor.UIElements.ObjectField+ObjectFieldDisplay.Update () (at <53ddbed73faf4fe3b980a493ab4e6639>:0)
UnityEditor.UIElements.ObjectField.UpdateDisplay () (at <53ddbed73faf4fe3b980a493ab4e6639>:0)
UnityEngine.UIElements.VisualElement+SimpleScheduledItem.PerformTimerUpdate (UnityEngine.UIElements.TimerState state) (at <215a3d79f22d4716a26783e9b63e881e>:0)
UnityEngine.UIElements.TimerEventScheduler.UpdateScheduledEvents () (at <215a3d79f22d4716a26783e9b63e881e>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.UpdateSchedulers () (at <215a3d79f22d4716a26783e9b63e881e>:0)
UnityEngine.UIElements.UIEventRegistration.UpdateSchedulers () (at <215a3d79f22d4716a26783e9b63e881e>:0)
UnityEditor.RetainedMode.UpdateSchedulers () (at <1087a632947b4cacb7629f01f1937a19>:0)
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witht his code
it happens when i keep playing the audio and it tries to move it back.

 

    void Start()
    {
        audioPool.Clear();

        for (int i = 0; i < poolSize; i++)
        {
            GameObject go = Instantiate(audioObject);
            audioPool.Add(go);
            go.transform.parent = audioPoolParent;
        }
    }

    public void PlayAudio(AudioClip clip, Vector3 position)
    {
        if(audioPool.Count > 0)
        {
            audioPool[0].transform.parent = activeAudioPoolParent;
            audioPool[0].transform.position = position;
            AudioSource source = audioPool[0].GetComponent<AudioSource>();
            source.PlayOneShot(clip);
            activeAudioPool.Add(audioPool[0]);

            // Wait for end of clip
            Debug.Log(clip.length);

            StartCoroutine(WaitForEndOfAudio(clip, activeAudioPool[activeAudioPool.Count - 1]));
            audioPool.Remove(audioPool[0]);
        }
        else
        {
            Debug.Log("No Audio pool slot avalible");
        }
    }
    private void GiveBackAudioPool(GameObject audioGameObject)
    {
        Debug.Log("called");
        audioGameObject.transform.position = Vector3.zero;
        audioGameObject.transform.parent = audioPoolParent;
        activeAudioPool.Remove(audioGameObject);
        audioPool.Add(audioGameObject);
    }

    private IEnumerator WaitForEndOfAudio(AudioClip clip, GameObject audioGameObject)
    {
        //yield return new WaitUntil(() => !audioGameObject.GetComponent<AudioSource>().isPlaying);
        yield return new WaitForSeconds(1);
        GiveBackAudioPool(audioGameObject);
    }
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like i get that error when its trying to get an audio thing from the pool while it also needs to put it back

lusty trout
#

Hi, im trying to build my game for webgl (unity 2021.3.8f1) and some of my sounds that are played on a timeline do not play

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i searched online and a couple people said that you need to set them to streaming but it only helped somewhat

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there are still a bunch of sounds not playing

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here's an example, the circled audio plays and the other ones dont

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i cant seem to find a pattern

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besides "all the music plays but some sounds dont and the ones that do are the first one played from the audio source"

plush bison
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Does anyone know what is the best free Music making software I can use? (I don't have $)

whole cloud
plush bison
#

I can't work with a period free trial but thx for the help

Isn't Audacity a program to edit sound?

whole cloud
plush bison
#

Also, I think that Audacity is mostly for Recording your IRL instruments which I don't have

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I'll check Reaper, thank you 🙂

whole cloud
plush bison
#

Oh that's cool, didn't know Audacity could do that much

whole cloud
split plover
#

And it's 100% free no sign up

whole cloud
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Pretty vague. An audio source is gonna be attached to a gameobject. So just set the position?
I assume there is some issue on top of that though, so maybe explain it more?

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Ah ok.
Make a child object, add source to that, position it at the feet

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Yes, you would have to make a minor change to your script

supple idol
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hi there, anyone can help me with this?

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im having troubles with an mp3 format audio when importing in unity (SOLVED)

quasi hound
#

My guess by not using mp3

supple idol
#

Downloading it again

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😂

plush bison
split plover
#

If you change the settings from easy to expert you get more keys. And if you press ctrl+enter you get more instruments @plush bison enjoy 😉

plush bison
#

Truedevil more like TrueAngel lol

split plover
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Glad it helps 😌

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You can also drag the end of a placed note up or down and it with curve the note. Is actually pretty powerful for a web based music maker

plush bison
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Curve the notes? Like the sound to smooth in transitions and stuff?

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Oh nvm I see what you mean

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That's awesome

tardy pawn
cursive trellis
#

Just wondering what program does everyone use for making game music

hard gulch
#

From 'free' software, Reaper is probably my favorite. Its not really free but has an unlimited trial pretty much

tidal walrus
#

Is Streaming + Vorbis the right setting for loopable WAV music?

whole cloud
#

For one thing, vorbis is compressed, wav is not

tidal walrus
#

I'm putting a WAV song file into the audio clip and the WAV song has loop points from Wavosaur.

whole cloud
#

If you want it to be compressed (which would help with streaming), then yeah, vorbis is good

tidal walrus
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But I've seen footage (of my own game) where the music fails to loop and the stream is left with awkward silence. UnityChanHuh

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Very tempted to set it all to PCM and assume it'll work better.

whole cloud
tidal walrus
#

I've gathered all of the sound related parts here so I'm open to suggestions.

whole cloud
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Ah

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I see the loop point is before that

tidal walrus
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Yes, that's the intention, if it goes beyond the loop end point, it won't loop seamlessly.

whole cloud
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If it were me though, I would just chop the audio percectly in my daw and reexport it, skipping the loops in audio

tidal walrus
#

But wouldn't that prevent a song from having an intro that only plays once?

whole cloud
tidal walrus
#

Would FMod make me manually replace every audio source that happens to play music?

whole cloud
vocal cove
#

OK first time trying to do audio stuff. I attached audio source to my slime model. I have an audio listener on my main camera. I have: AudioSource purr;
(in start) purr = GetComponent<AudioSource>();
(in being held function) purr.Play();

I don't hear the sound at all. What am I doing wrong?

vapid quartz
vocal cove
#

yes. it also plays and I can hear it when I have "play on awake" checked

vapid quartz
vocal cove
#

nope :/

vapid quartz
#

what kind of audio is that? like one time short audio?

vocal cove
vapid quartz
#

and you sure your being held function runs?

vocal cove
#

yeah I can hold the slimes

vapid quartz
#

and is that a one time function or it's keeps running while you hold it?

vocal cove
vapid quartz
#

looks like it's runs ones

vapid quartz
# vocal cove

can you try using debug to make sure your function only runs ones when holding?

vocal cove
#

I got it! Had to move audio source to the parent of the object instead of the model itself

vapid quartz
vocal cove
#

yes xD

vapid quartz
#

I was looking for more complex solutions 😦

tall path
quasi hound
tall path
#

I cant get the sound thats currently playing

quasi hound
#

.time might not be perfectly accurate though, but perfect audio accuracy is very hard at runtime

tall path
delicate rivet
tall path
tall path
delicate rivet
#

You could mess with the level in OnAudioFilterRead, but I would advise against it. It shouldn't really make stuff quieter, check the levels of your audiosource

unkempt rock
#

I think you Really do not understand what this room is for. @reef moss

silk obsidian
#

What's this got to do with this channel? If this is your music for a game, then you should start a #1180170818983051344. If it's just a random track you've made, it's not suitable for this server. If it's not yours, then it's not at all the place

reef moss
#

It is my track I just wanted to share:(

whole cloud
# reef moss It is my track I just wanted to share:(

This channel is for asking for help with audio in unity. If you need to know how to get your audio source set up right, or import files properly. Things like that.
Not to share what you've done. Just to explain. Hope that helps

karmic boneBOT
alpine moss
#

i dont know why its so hard to find but does anyone know where I could find a sfx of a clock tick (i think a pocketwatch?) speeding up over time? or slowing down over time

rigid knot
#

I have a player with a gun equipped with a projectile system containing explosives and normal bullets, among other types. Additionally, there's an environment in which I want audio to be played based on the type of projectile fired, as well as register when the player walking on the surface etc. How should the audio be handled? Would it be best to have the logic run through an interface triggered by environmental objects, or are there other approaches that would work better?

frigid harness
vocal cove
#

Trying to get footstep sounds and a jump landing sound to work properly. It mostly works but doesn't play landingSound when jumping downhill. I tried raycast but it didn't seem to be better than controller.isGrounded: https://pastebin.com/yyVaiBEH

vapid quartz
#

why is not playing it? ray doesn't hit the ground because of the downhill?

vocal cove
#

should just be a pastebin of my code since it's too big to screenshot

whole cloud
vapid quartz
whole cloud
whole cloud
vapid quartz
#

I needed vpn to open it 💀

vocal cove
#

wha-

vapid quartz
#

can you show a short video of it? when exactly it doesn't play?

vocal cove
#

yeah give me a moment

#

in this video it like triggers .5secs late in the first few jumps downhill then it didnt trigger until the 3rd spacebar the 2nd time jumping downhill... so it's inconsistently off

vapid quartz
#

can you send the script related to that too

#

does it slow down just before landing?

vocal cove
#

here is the script for moving the player character

vapid quartz
#

okay so you set the velocity.y to -2 to prevent it from floating

#

when you go down hill, it slow downs just before landing and because you're going down it takes even longer for player to touch the ground

vocal cove
#

ahhhhhhhh

vapid quartz
#

but when you go up, the player hits the ground easier

#

maybe don't set the velocity.y to -2 and instead just stop it from decreasing more?

vocal cove
#

so would setting it to 0f work then?

vapid quartz
#

no it would make it float

vocal cove
#

ah

vapid quartz
#

I believe you don't even need the part that sets it to -2 and its fine

vocal cove
#

ah, so just comment it out?

vapid quartz
#

yep

#

but after you cancel that part, can you check in the inspector that when the player is on the ground, does the velocity.y changes? or stays the same

#

oh wait

#

you change the velocity.y outside of the if

vocal cove
#

yes

vapid quartz
#

try this
if(!isGrounded)
{
...
}

#

put the part that changes the velocity.y inside here

#

and it will only change the gravity when the player is not on the ground

vocal cove
vapid quartz
#

yes and make sure to check it while playing too

vocal cove
#

it stays the same when Im grounded but changes to a new number if I jump

vapid quartz
#

and does it fix the sound?

vocal cove
#

yes!!

#

thank you

tidal walrus
#

What's a good number for Max Virtual voices and Max Real voices?

inland raven
#

Depends on your performance requirements.

old estuary
ripe orchid
#

Hello i have assigned the audio clip i wanna play when the ball hits the ground but i get this error saying that the clip is null

#

how do i fix this

quasi hound
#

Or perhaps the gameobject that has your script doesn't have the clip assigned

ripe orchid
#

checking

#

dang it i did not assign the clip into the soccerball that has the scripts

#

now it works

prisma terrace
#

Hey guys 🙂
I have a problem with initializing the sound settings on game startup.

    private static void LoadAudioSettings()
    {
       AudioMixer masterMixer = Resources.Load<AudioMixer>("Audio/Master");
       AudioSettingsData loadedAudioSettingsData = LoadAndSavior<AudioSettingsData>.LoadData();

       masterMixer.GetFloat(MASTER, out float unloadedVolume);
       Debug.Log("Unloaded Volume = " + unloadedVolume);

       masterMixer.SetFloat(MASTER, loadedAudioSettingsData.masterVolume);

       masterMixer.GetFloat(MASTER, out float loadedVolume);
       Debug.Log("Loaded Volume = " + loadedVolume);
    }```
Unloaded Volume = 0
Loaded Volume = -40

The logs tell me that everything worked just fine but in fact the volume is still 0 after the game started (if the volume is -20 on startup it gets reset to -20 again).
When I call this very same method again, it sets the volume correctly.
Something must overwrite those settings again and I don't know what.

I just tested thin in a new empty project and its the same there. So none of my scripts mess this up.
prisma terrace
#

I just found the problem.
Check out the documentation for AudioMixer.SetFloat: https://docs.unity3d.com/ScriptReference/Audio.AudioMixer.SetFloat.html

Note: Don’t call AudioMixer.SetFloat in the following event functions as it can result in unexpected behavior:

  • MonoBehaviour.Awake
  • OnEnable
  • RuntimeInitializeLoadType.AfterSceneLoad

It seems that you really have to set the value in Start earliest. Everything earlier results in problems.

bold gazelle
#

Hello, I am having an issue with my sound manager where I am not hearing any audio in the scene. I have checked that the audio is not muted and that normal sounds play through the listener with no trouble whatsoever. The end goal of this code is supposed play audio and also notify anything in a radius listening to that audio but nothing currently plays

https://gdl.space/eyesigufuf.cs
https://gdl.space/oramikivuc.cs
https://gdl.space/ugafijapog.cs

Listed above are the scripts I am attempting to use in order to play the sounds
In theory this is all relatively quite simple but I've gone through the code several times and I am just not seeing the issue
I've also checked that it does indeed get to the point where I tell the audio source to play the sound so I think it might be something with how I am using the audio system
I posted this earlier in general coding before I saw this channel so I apologize for double posting

past igloo
tidal walrus
#

My WAV music on Unity randomly decides to not loop.
Should I replace the tracks with OGGs so this is consistent? UnityChanHuh

hybrid zenith
finite rover
#

Im adding engine sounds for my game in unity, the sound loops but there is a slight popping noise when it does loop, how do i fix this?

whole cloud
#

A simple fade in and fade out will handle it. Just a couple samples are needed in order to smooth it out and will not be noticeable

finite rover
#

Aight ill look into it thanks!

robust talon
#

Is there a way to get an audio sample from the currently playing audio in the Audio Source so then I can calculate the average volume of this audio sample? I’d like to do it all via code.

dreamy parrot
#

I m having an issue: I copied and pasted the parent prefab, cuz I needed two parent prefabs that did the same thing but had different sprites, but now the sound of the coin is like 2x as high. Why is that?

brave yacht
#

I was wondering is anyone could help me out and guide me to a good solution to my problem. I am trying to implement Narrative into my game, and I want to know what the most efficient way of doing this would be?

I have so far tried the Sequencer and Coroutines to try this but I want to know if there is an easier way to do so?

quasi hound
#

It sounds like you need something more than just an audio playback at a specific points
Perhaps queuing them, interrupting or interacting with some other system like text

past igloo
#

I am trying to find someone who is good with making 16-bit using soundtracks, and I am using an ai music generating website to generate a sample soundtrack 16-bit music on how it might sound like from that inspiration

karmic boneBOT
past igloo
whole cloud
# past igloo oh? what's this?

It's a bot that tells you that you cannot ask for people to work with you here, and gives you links for where you CAN ask people to work with you

past igloo
#

oh

past igloo
#

I know people don't like ai because of how much ai art there is which people claim as they made them, but i never seen any negaivity to music ai

mighty stirrup
#

😛

whole cloud
mighty stirrup
#

i never seen any negaivity to music ai

I see this constantly

whole cloud
past igloo
past igloo
mighty stirrup
#

I'm not here to discuss 'AI'...but I will say, in my experience, if you want to find a good composer, they will not be inspired by its use

mighty stirrup
#

most of them would see it as an immediate red flag, regardless of your own intentions

past igloo
mighty stirrup
#

yes

#

for a number of potential reasons, including:

  • intimidation based on their own understanding or misunderstanding of 'AI'
  • moral/ethical grounds as an artist
  • moral/ethical grounds as a human
  • moral/ethical grounds as an anticapitalist or environmentalist, etc. (basically the Luddite perspective)
  • concern over 'your' (read: hypothetical 'you') ability to distinguish between value and cost
  • concern over 'your' ability to select or understand 'good' music (like the example you've posted, which is a hot mess, though an interesting party trick)
  • concern over their work being inadvertently & without permission used to train future iterations of that, or similar, 'AI' tools, just like most of those tools were trained on others' work without permission (and it's worse in music than in visuals, because the training datasets are so much smaller)
  • and many more

Most pros and many skilled hobbyists would have one or more of these floating around in their mind when approached for a project.

#

if you're operating in good faith (and I have no reason to believe anything otherwise), it would be helpful to keep that in mind so that you don't accidentally send the wrong signal to potential collaborators

#

ultimately, of course, how you operate is up to you 🙂

past igloo
mighty stirrup
#

as an mp3 thing in and of itself? it's an impressive display of a nascent technology. it will be interesting to watch it evolve into something actually useful, probably within our own lifetimes

#

as a piece of music, I don't think it passes muster at all

#

it's sort of like taking the works of shakespeare (for example), cutting them up into strips of 2-3 words, throwing them up in the air, and then re-arranging them on the page

past igloo
mighty stirrup
mighty stirrup
#

The pieces are right, but the shape is wrong

#

There is no cohesion, no direction, no narrative thread

past igloo
#

so... it's like a bad soundtrack since because some pieces of the soundtrack there goes differently?

mighty stirrup
#

And the technical quality of the audio is the audio equivalent a low-res photocopy of a screenshot of a jpeg

#

For the purposes of a mood board that’s not a huge issue of course

past igloo
#

"There is no cohesion, no direction, no narrative thread" sure i need to change the soundtrack a lot?

#

someone said it reminds them of the train-theme stage in my game

past igloo
#

so... like whart parts of the soundtrack should it be changed?

whole cloud
#

This is a channel for getting help with audio issues (like the audio engine and code)

past igloo
#

oh

dreamy dragon
#

Hey! I'm currently working on a sound design tool for video game developers. I'm looking to talk to as many people as possible to develop the product in the good direction. If any of you have 10min to spare to discuss this, it would be life saving 🙂

muted bear
#

is there a way to visualize the 3D sound settings on an Audio Source I need the distance to be precise

civic fjord
#

just pitch it up if you want to

delicate rivet
warm thorn
civic fjord
past igloo
#

made something on the second soundtrack like cutting short a bit

quasi hound
stuck frost
#

Is there any way you can detect where a sound is coming from and how far it is?

#

Like compare positions or something

quasi hound
stuck frost
quasi hound
stuck frost
#

thanks a lot mate

urban skiff
#

Hey! Does anyone know a good audio file browser? I have tons of mp3s and I'd like to search through them using keywords, play the audio and open file location, or export to a new location

nocturne vale
quasi hound
#

I don't know what more you need but it's also very adaptable
I recommend the waveform visualizer plugin which is particularly helpful for a quick look at the exact contents of a sound effect

#

Flexible enough that I use it as my music player as well as audio library browser in the same file system, just toggling "stop after current" to stop autoplaying of playlists

urban skiff
#

thanks! will check it out

quasi hound
sullen dove
#

Any suggestions on free orchestral plugins?
Timpani, cello, string, brass etc

kindred thicket
charred dirge
#

nevermind i had the wrong sampling frequency

#

was using 48 instead of 48k

drifting fern
#

From which website can I use free audio that can be published without any consequences

#

Is PixaBay good for this and can be money earned with projects that use those sound effects

quasi hound
#

If content can be uploaded for distribution by anyone, you have no way to verify that they really did have the right to share it which could come around to bite you

#

Even some companies that sell them may slip up and distribute items they do not own the copyright to

#

That's why studios usually prefer to buy from companies that have been the longest in the business, even if they are quite expensive

drifting fern
quasi hound
midnight ivy
#

hi team, where can i get Vivox Native SDK? is there a paid version available for this?

pure mauve
#

Hello is there anyone here who is experienced in using fmod?

versed sail
#

Hey, guys. I've not really touched audio in Unity (or audio in any game engine for that matter), and I had a few questions.

#1. What is the most common way to combat similar sound clips from playing, or how would I go about preventing scenarios where the audio can become quite sharp due to multiple sounds (usually of the same audio clip) stacking in a single frame such as bullets being shot from a gun.

#2. For 3D audio, when deploying audio sources, I've been just making some pool for them and then dequeuing them onto the location and then calling Play() which afterwards I return them. Is the an ideal scenario for managing them?

#3. Continuing with 3D audio, and I guess this game is more perspective dependent, but where do you usually put the Audio Listener if the camera is much further away from the player?

versed sail
#

Rather, what are some cases I should consider when using 3D audio in a 3rd person setting

quasi hound
# versed sail Hey, guys. I've not really touched audio in Unity (or audio in any game engine f...

I'm not experienced enough to know about most common or most ideal solutions, but it seems reasonable to let your audio pooling system tally up calls to play audio and then ignore them if they're stacking, or do something else contextually
Like play a variant effect that exaggerated without peaking
And optionally group up nearby simultaneous sounds into one averaged origin where it makes sense to do

versed sail
#

Yeah, I do the ignore if more is spawned in a general area within a timespan

#

no clue if that's the hacky solution

quasi hound
#

Doesn't sound hacky to me, and you have the choice to make the system more detailed easily

versed sail
#

people said audio mixer can help too, but I can't use that with webgl for some apparent reason

quasi hound
#

Listener on camera always "works" but you might want to set the minimum attenuation distance to the distance between the player and the camera at least, so the sounds are as loud as they can be when next to the player character

#

I would consider one that holds a position somewhere between the two with rotation of the camera
Maybe lerped halfway or at a certain distance from the player, whichever smaller

versed sail
#

Oh, huh that's an interesting idea

quasi hound
# versed sail Oh, huh that's an interesting idea

There's countless options really
With Spread at 180° (or Spatial Blend at full 2D and controlling the volume by distance with scripts) you can ignore the stereo directionality which also can be preferable with games in that perspective

versed sail
#

That one sounds like it takes some extra effort. ahaha

#

I've yet to really play much with the sliders besides changing the spatial to 3D

quasi hound
#

At least I don't know of a way to have both stereo sounds with no directionality and keeping distance attenuation with an AudioSource alone

versed sail
#

I'll keep that in mind tyty

#

been putting the audio offf so might as well learn it correctly on my next project

drifting fern
#

BackgroundSound is the Background Music that loops. It has a Audio Source with the Sound and a Script:

public class PlayMusicInBackground : MonoBehaviour
{
    private void Awake()
    {
        DontDestroyOnLoad(gameObject);
    }
}

How can I prevent the object to create an instance of it self, after returning to the Menu?

versed sail
#

thus you never need to loop back into the load scene

quasi hound
#

Not related to audio specifically

slow beacon
#

I have a piece of music that is set to loop. When it first transitions from the intro part of the tune into the looping part, there is a noticeable little jump in the sound. Then, when the loop starts over there is again a noticeable small delay. When I set the track to looping in my media player and the software I used to make the track there is no jolt whenever the track loops and it does it seamlessly, so I've narrowed it down to definitely being a Unity issue. Does anyone know what I might me doing wrong? This is my first time using audio in Unity.

slow beacon
#

I fixed the looping issue by changing the file type of the track from MP3 to WAV, but now the looping part of the track seems to come in a bit too early on the intro part. That should be easily fixed by delaying when the looping part starts though.

lofty reef
#

I have the player outside and I've got a street ambient sfx track that plays. The player can go into a building and a shop music track will play. Thing is, when the player enters the building, it immediately cuts from street ambient to shop music, and it sounds odd. Does anyone know how I could make them fade into eachother? So, if the player is stood by the door of the shop, they could hear the music coming from inside while still hearing the outside ambience

#

My game is 2D by the way

sour crane
quasi hound
sly scarab
#

I have one audio clip I'm using for several triggers in my scene. I have play on awake unticked, but it still plays on awake every time. It also seems to be unaffected by it's settings, for example I turn the volume down to 0 and the one that plays on awake is still at full volume. The ones that play with the trigger are affected though.

magic river
#

Hi guys, I need some help. In my game, there's a looping engine sound. In the Unity editor, it plays normally without delays. However, when I build it for WebGL, there's a small pause and stuttering. Does anyone know how to fix this? I've used both .wav and.ogg files.

formal depot
sturdy tide
#

hi team, where can i get Vivox Native

unique wharf
#

I’m experiencing something really strange that has never happened to me before. The sound icon is on in the Unity Editor, meaning it’s always highlighted in blue. However,** when entering Runtime, it deactivates on its own and turns gray**. Even in Runtime, I can’t manually reactivate it. So, no matter what logic I run in the AudioManager, nothing will be heard in the game. It seems like it’s blocked? I have no idea why this is happening. I know that the AudioSource successfully loads the song I pass with the AudioManager, but it’s useless because nothing will ever be heard. . Okay, to make sure that AudioManagerSO is not null, I call its function from this class and it tells me that there is an audiomanager, audiolistener, and so on...I updated Unity from 2022.3.18 to 2022.3.30 and the same...Also, I tried with an older one: 2022.3.16....Of course, I checked in Edit/Project Settings that the Volume is 1, and that there is nothing mute....I cleaned the cache...Why the hell is always turned off the Volume when going into Runtime without possibility of enabling it?? 2022 broken?..... This is the simple class with the logs properly printed without issues (of course the problem is not class-related as it works in other older projects, it is about the engine)
public class AudioManager : MonoBehaviour
{
public AudioClip[] audioClips;
AudioSource audioSource;

private void Awake()
{
    audioSource = TryGetComponent<AudioSource>(out audioSource) ? audioSource : null;
}

private void Start()
{
    if (audioSource != null)
    {
        audioSource.clip = audioClips[0];
        audioSource.mute = false;  
        audioSource.enabled = true; 
        audioSource.Play();
    }
}
quasi hound
# unique wharf I’m experiencing something really strange that has never happened to me before. ...

Note that Unity has audio toggles in three places (that I know of)
Scene window toggle button: plays any Play on Awake AudioSources outside of Play mode with Listener at the scene camera, this always becomes disabled during Play mode to not conflict with the Game window
Game window toggle button: this affects audio playback during Play mode using the Listener component
Project Settings > Disable Unity Audio: disables audio entirely regardless of the button toggles in Scene and Game windows

#

use an AudioSource that has Play On Awake enabled and which doesn't rely on your own audio manager for testing

icy hill
#

Hi! Why can't I add my Coin Collect game object that contains an audio file on my coin prefab ?

#

it says Type mismatch

whole cloud
#

Oh, you have a prefab selected

#

Prefabs cannot reference scene objects

icy hill
#

So I have to put my prefab on the scene ?

icy hill
whole cloud
whole cloud
icy hill
icy hill
#

And here's my CoinCollect inspector

whole cloud
#

Ok, well nothing is overwriting it THERE.

Doesn't matter though, you should not be putting it in the scene to add the reference. That is counterproductive

icy hill
#

but then how can I put my audio sound on Coins

whole cloud
#

You are instantiating the coins, right?

#

Immediately after that line of code, set the reference

whole cloud
# icy hill but then how can I put my audio sound on Coins

To be clear, I mean doing something like this:

Coin newCoin = Instantiate(coinPrefab);
newCoin.coinSound = coinSoundSource;

The instantiator is very likely a scene object, right? So you put the coinSoundSource into THAT object, and pass it along

icy hill
#

But actually I was watching a tutorial, and the guy was dragging the "CoinCollect" game object into the prefab like there :

#

So I tried it and didn't work out

whole cloud
#

Can you link the tutorial?

icy hill
whole cloud
# icy hill Yes sure

Ah, he dragged it onto each scene object manually (at least right around the time you linked). That is a way to do it I guess. With the three he has in the scene it is ok

icy hill
#

oh actually I didn't mean to link it to that time code lmao

whole cloud
#

This seems more like just a showcase about how sound works, because a lot is certainly not good practices

icy hill
whole cloud
icy hill
whole cloud
whole cloud
# icy hill I see, can I add u ?

Best to just keep stuff here. I am on here waaaay too much, so I will likely see it if you post. If not, there are plenty of people more skilled than me haha

icy hill
#

Alrighty man, appreciate the help tho thanks

unique wharf
# quasi hound Note that Unity has audio toggles in three places (that I know of) Scene window ...

Thanks for replying! It's really strange, but after 11 hours without touching anything, it seems to have fixed itself.

On the one hand, I'm relieved that the audio is now working as expected. On the other hand, I'm still puzzled by the sudden resolution of the issue without any apparent intervention.

Intriguingly, I tested the other projects where the audio was malfunctioning yesterday, and now everything seems to be functioning normally. It's peculiar that the problem seemed to resolve itself across multiple projects.

To clarify, the muted PC music button was not the culprit in this situation. I had been listening to YouTube videos when the audio issue occurred. In any case, the problem seems to have resolved itself for now.

robust talon
#

can I make an audiosource play the sound faster without increasing it's pitch?

whole cloud
#

Might be better to use a daw with timestretching to make multiple clips at certain speeds

robust talon
#

fine

#

thank you

vestal prism
#

What software should I use to create music for my game (perifable free snd not web based)?

rancid flint
#

Hi! Does anyone know a good free asset that gives dinamic music?

#

I'm creating a 2D platformer where an adventurer awakes a curse, and I need a change in the music so it reflects the "danger"

#

from a more calm and tetric music to a more action packed theme

#

but I dont find anything, maybe some of you guys use something similar

idle pebble
topaz thorn
#

hi ! my audio sometimes cut during the game why is that happening ?

rancid stump
#

How can i make an audio clip play until its done and not cancel itself out somehow?

#

I am using source.PlayOneShot(clip);

whole cloud
#

Oneshot should not be stopped by playing another clip

rancid stump
#

Its because i basically turn my script off with the game im making ill show you.

whole cloud
#

This video does not seem to show anything useful. If you disable the source, I believe it will stop the sound, if that is what you mean.
Only disabling the script that initiated it should not though

rancid stump
#

I have a weapon switch system where it disables one weapon to show the other. The audio source is on that weapon so it cancles the whole audio from playing.

whole cloud
#

Well there you go. Have the source on something that doesn't get disabled, just have the clip itself on the object

rancid stump
#

I know but i have all the Mouse pressed logic on other scripts

whole cloud
rancid stump
#

Because my script makes it so I can’t repeatedly shoot and there’s timers for when I can. But I don’t know how I would connect that logic to another object so it doesn’t disable it all the time

whole cloud
whole cloud
karmic boneBOT
#

:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

rancid stump
#

Awe.

#

Can u send me a unity page of it?

whole cloud
#

Of what?

#

Referencing is not unique to unity

#

It is one of the basics you need to know in order to program

rancid stump
#

That’s what I’m doing. I just asked you for the page to references so I can learn about them.

quasi hound
#

You'll have to learn all the basics first, not just one particular piece of them

#

Otherwise you'll soon be stuck again the same way

whole cloud
#

Do that.

rancid stump
#

Ahh I see!

#

Sorry

#

Thanks!!

candid valve
#

Hello everyone, I have issues with the FMOD Studio Event Emitter. I want to implement a Sound by Distance. It had worked at some point but now, after tons of hours, it doesn't anymore. No matter how close I am to the object, no sound appears. What information do you need to find out where the problem might lies? I sadly only have very basic knowledge yet. I would be more than glad for any response!

lyric pier
#

Can the PlayScheduled method for an AudioSource also be paused when the current audio is paused?

maiden void
#

idk if this is the right channel i apologise, i was just wondering how to fix my issue. im trying to test a sound that works for vrchat with contact and im going into to play mode to test but i cant turn the audio icon on ?

quasi hound
maiden void
#

so im unable to test it in unity?

quasi hound
#

No? You get audio from the Game window

#

With the audio listener component

maiden void
#

yeah but for me to test it i have to move an object for it to contact it and i cant move it in game window

quasi hound
#

You can have Scene and Game windows open at the same time side by side

#

Or just have the object or audio listener start near the other

maiden void
#

i just tried and didnt work 😦

quasi hound
#

Or somewhere else

maiden void
#

it was on yeah

quasi hound
#

During Play mode the sounds are played relative to the singular audio listener component, as you would expect during gameplay
But outside of Play mode the Scene window audio toggle button creates a temporary editor-only audio listener at the Scene viewport camera

#

Both windows have their own toggles and during Play mode audio source playback may be controlled by scripts and components

#

Within these extents I can confirm it does work

maiden void
#

u just went einstein on me i cant lie..

wraith thistle
#

hey! just curious to see if anyone wanted music, i want to try doing stuff by request (obv free, just trying to learn)

ripe stone
#

Does anyone know a good place to read about 3d Sound setttings? im trying to get my enemyAI to breath and i can hear him breathing no matter where he is on the map and its frustrating xD

ripe stone
#

@hard gulch Thank you that realy helped!

light patio
#

for basic adaptive audio like having different music in different areas, combat music etc, what are some good options? or should I just use fmod for unity?

quasi hound
light patio
#

If you will have a audio contractor at some point

quasi hound
#

In my experience most people dive into audio middleware just on the assumption that it's a must have and don't even know that Unity can do much the same stuff on its own

light patio
#

great info, yeah one less big complex middleware sounds great

#

any smaller assets or script repos you'd suggest?

#

kind of like grabbing something small for serialized dictionaries vs using all of odin serializer

quasi hound
#

Not familiar with any personally
I mostly just recommend looking into what Unity can do officially first, then comparing the custom assets to that baseline

#

Audio mixer and mixer groups are really important to know about also

light patio
#

oh nice, yeah I''ve always rolled my own random container

quasi hound
#

Should've called something like a "playlist" tbh since that more describes what it does

light patio
#

Also saw that there's a soundmanager in moremountains' packages

quasi hound
#

There are some weakpoints for sure though
Expanding what AudioSources can do can feel like a hassle if you need something specific, like positional stereo audio for one
Unity also can't do true spatial audio
But then again so also don't most of the middlewares

light patio
#

(no idea if it's something worth using though)

quasi hound
#

Also, while Unity optimizes audiosources, it's got quirky situations where it doesn't which definitely could be improved

#

Not all middleware promise to improve that though so your mileage may vary

#

An audio manager like that is pretty quick to make and usually every project of mine requires different features beyond the pooling so there hasn't been that much point to making a master manager to rule them all

inland raven
grim kestrel
#

anyone know any good sound effect assets for footsteps on concrete/metal?

dawn rampart
#

anyone know how change sound out because my clip audio not exit on the good device ?

undone pilot
#

Hey guys I'm having a really annoying issue. I'm quite bad with audio so I apolagise if the solution to this is something super obvious I'm just missing. As you can see in the enclosed clip, my rocket projectile has an audiosource attatched to it, and even though the maximum range for the source is set to 60, even when its exceedingly outside this range I can still hear it for some reason? any help would be greatly appreciated because this really has me scratching my head.

hard gulch
undone pilot
#

thanks

wind rock
#

Do you know of any lib integrated with Unity that will allow me to record audio to a format other than WAV (such as FLAC or MP3) or can convert WAV to another compressed format? (Windows and Oculus Quest - Android)

I'm currently recording WAV and 3MB for a 15 second recording is way too much when I plan to record 30 minutes of gameplay.

Currently my code looks like this:

private WaveFileWriter _waveWriter;

protected override void ProcessAudio(ArraySegment<float> data)
{
    if (!IsRecording || _waveWriter == null)
        return;
    
    _waveWriter.WriteSamples(data.Array, data.Offset, data.Count);
}

In ArraySegment<float>, I get information from the microphone every frame and can save it somewhere.

delicate rivet
wind rock
orchid plume
#

when adding music to my games I always run into the problem of the song usually having an intro section and then a section which loops indefinitely. How can the two be seamelessly merged in game? No matter what I do there's always an audible quite frame or two of silence before the looping part starts.

quasi hound
orchid plume
#

I have tried playing the intro section and using an IEnumerator to schedule the loop section

quasi hound
#

Mp3 often has skips and delays regardless of how you load it

orchid plume
#

also why would it do that, so stupid

quasi hound
#

Yes

orchid plume
quasi hound
orchid plume
#

ogg does save space though

#

and for me personally I could not tell you the different if the same track were to play in all 3 formats

hoary grove
#

hey! i'm trying to add footstep sounds using fmod but the tutorial i'm following is using a different character controller script so i'm not sure what to in the if () in my case ( disclaimer i have no idea what i'm doing)

#

this is my player script

#

this is what the tutorial says to do

robust talon
#

is it a bad idea to have each footstep sound as a different AudioSource?

whole cloud
robust talon
whole cloud
earnest heron
frail ice
#

Hey, I'm trying to make some good gunshot sounds, but I am really struggling to find tails. Where can I find good gunshot tails sound effects, especially interior ones.

toxic zodiac
frail ice
toxic zodiac
# frail ice That's not the problem, I already have well recorded gun sounds, I only need the...

I'd either just make it using an IR reverb, or synthesize it kind of like this: https://youtu.be/NKsScLesScU?si=Nb9UxKc7LHZHurog

FREE Sound Designer's Guide To Creating AAA Game-Worthy Sound Effects: https://sfx.daviddumaisaudio.com/aaa

In this video, I create a gunshot tail sound effect from scratch using samples I had in my own personal library and samples you probably also have in yours. The idea was to create a distant gunshot sound effect without having to go out an...

▶ Play video
#

Otherwise, getting isolated tail sounds for specific rooms are indeed difficult to find for free

proud stump
#

Alright kind folks, I'm running into a huge issue here. I am using Unity 2023, up until this morning the sound from my game was working just fine. Then all of a sudden there's no sound that can be heard from either in play mode or once I build it. Absolutely 0 sound. I can hear sounds from the editor itself when I play .wav files but no sound in game. It's not muted in any way, the windows settings have Unity at 100%, I tried "disable unity audio" and switching sample rate.

I even checked the profiler and it shows sound being played but absolutely no noise

Please help as I'm at a complete loss

midnight iris
#

Any interest from audio folks for a FMOD wrapper that improves workflows, and allows importing of sounds without writing any code?
https://youtu.be/A89fNy1y-Ac?si=GzvEVQYeoQI7XdWt

This is a little FMOD wrapper I'm creating for my current game, and if others find it useful I can make it available to others, in some form.

Credit to sounds used:

Click3.wav by EdgardEdition -- https://freesound.org/s/113093/ -- License: Attribution 3.0

Synth Arpeggio Loop 12 - 130 bpm by...

▶ Play video
untold copper
#

💥 Hey y'all I'm new to Unity & FMod so I started going through this tutorial but am stuck on 12:37:
https://www.youtube.com/watch?v=rcBHIOjZDpk

This is what I'm seeing from my end once I select FMOD Studio Project (from within Unity):

This video covers how to make an Audio System in Unity using something called FMOD.

You don't to know anything about FMOD before starting this tutorial; however, it could be useful to watch the FMOD Studio tutorial linked below either before or after this video.

FMOD Studio Tutorial (Learn FMOD in 25 Minutes) - https://youtu.be/7A1HMOsD2eU

I ...

▶ Play video
peak wren
#

for some reason my audio source called "Pop" isnt playing but every other sound is playing. its supposed to play when i build something or drop a human into the scene

midnight iris
high palm
#

does audiosource pitching change the lenght of the sound? 🤔
or is it smart enough?

high palm
#

it changes the lenght

#

no idea what 3 to -3 means 🥲

delicate rivet
#

Pitch = playback speed, 2x = 0.5 length

kindred thicket
#

Unity's Logarithmic Rolloff will never reach zero volume and will be heard outside the maximum distance. Try using Custom Rolloff

#

I was finding explanation for this weird behavior, but the unity forum is broken, old links don't work lol)

#

Sorry I don't know, it's hard for me to tell from screenshots. You should try different settings and choose the one that best suits your game.

remote shuttle
#

why does my 3D Audio Settings not play when im in the range of it

#

i mean like my audio doesnt play when im in range of it

silk obsidian
acoustic juniper
#

Does Unity reproduce the Dopler effect?

quasi hound
#

But sound travel time is not accounted for in that situation, or otherwise

acoustic juniper
quasi hound
acoustic juniper
quasi hound
acoustic juniper
quasi hound
quasi hound
#

The mesh renderer isn't involved in collision or proximity detection

#

You can check a rigidbody's collider against a trigger, a collider or an Overlap method
You can also use raycasts or capsule casts to predict where a rigibody will go, or as the bullet itself

#

That has nothing to do with audio though

acoustic juniper
#

Maybe the server could do the calculation for the client and inform it every time a ball passes by the player, so that the client doesn't receive unnecessary messages about bullets that could overload it?

quasi hound
wise nimbus
#

any idea what is wrong with some audio sources that are assigned to mixer channel which has volume of -80db but they are still played in device build? happens on both on macos and iphone for example

kindred thicket
wise nimbus
#

no webgl here. its annoyingly weird, it works for some audio sources just fine but not for all

full heath
#

hello, i have a question. I need to capture desktop audio to send via WebRTC

should i ask here or in code general?

royal plume
#

hey all, trying to find a decent program for creating audio for my game. I have no money to splash on it, so free ones only please :)
Currently using audacity, but its a little clunky and I wanna try something a bit more versatile

old estuary
#

Is there anyway to change the form of AudioSources? By default they are spheres, but I need a box/be blocked by one wall only

gaunt gulch
old estuary
#

hmm I will look into that, thank you

acoustic juniper
quasi hound
acoustic juniper
acoustic juniper
#

I'm shooting like 10 rounds/s so if each shooting sound play till the end it's just more and more noise that destroy my ears

quasi hound
#

It may pose a challenge to make sure they all work seamlessly

#

So as a first option I'd reduce the volume on the shot's tail, and maybe tune down the harsh frequencies with EQ

acoustic juniper
#

What the harsh frequencies (sry my english not very good 😅)

acoustic juniper
quasi hound
obsidian pivot
#

Anyone non-sound designers here have any good resources/tutorials for integrating WWise for their team's sound designer?

#

In a game jam with 48hrs left, most of the game is built and I want to let the sound designer start doing their thing but haven't worked with Wwise myself before so just need to know what I need to do as a dev

inner bear
#

Hi, I would like to play an audio of a rusty door, but the audio plays halfway when a door that moves when pushed is opened (uses hinge joint), any tips?

carmine lotus
carmine lotus
#

@acoustic juniper

acoustic juniper
quasi hound
#

Not free technically

acoustic juniper
#

sad

quasi hound
#

But you don't have to pay before a certain revenue threshold

acoustic juniper
carmine lotus
quasi hound
#

and <$200k revenue

carmine lotus
#

@quasi hound true

acoustic juniper
quasi hound
#

It could also be a continuous looping sound that gets the volume from rotational speed, so no need to worry about starting and stopping
Pausing would be optional

quasi hound
acoustic juniper
quasi hound
acoustic juniper
inner bear
quasi hound
#

Since there's no unity event built in for "joint/RB reaching a specific rotational velocity)

#

DSPGraph is a back-end and does not deal with this type of stuff

lusty perch
#

just for curiosity, I was wondering how big games like Genshin handle dialogue audio, there must be audio files that are only used in a single cutscene so to me it sounds like a huge waste to have the player download that and have it stay on their machine. I'm very much not knowledgeable about things like this so idk if it sounds dumb but I thought they could stream audio from somewhere to the game. if u have any info or thoughts feel free to ping me UnityChanCelebrate

quasi hound
agile iron
#

If I'm using surround sound, is there any way to have a one-off sound effect target the HDMI audio of a specific monitor, rather than the USB audio device I'm using for surround? I'm using FMOD, if it matters

harsh bramble
#

hey guys im getting these errors after changing my unity editor version from 2022.3.8f1 to 6000.0.11f1. what should i do ?

quasi hound
#

That seemed to be the only fix for a lot of my projects that broke when going from 22.3. to 6

harsh bramble
#

hmmm i see

#

i will try to delete the library folder

#

but i dont know how to export the whole project as a unity package

quasi hound
#

I would avoid exporting project settings related assets out of an abundance of caution, but it might not be always necessary
Also, rendering related assets but only if you have rendering related issues as well

acoustic juniper
#

I've imported an audio clip into unity, and I was wondering, is there a way to increase its volume?

whole cloud
acoustic juniper
whole cloud
#

How much gain are you trying to add? Sometimes it works best if you add a tiny bit multiple times

What is the file format? Do you know what the bit depth is?

quasi hound
acoustic juniper
quasi hound
acoustic juniper
quasi hound
white oasis
#

Is there a help channel somewhere

#

I need help with an error

white oasis
#

Thanks

acoustic juniper
acoustic juniper
quasi hound
karmic boneBOT
#

:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

acoustic juniper
whole cloud
oblique lantern
#

Heyy, I'm in a 2d project but I would like to apply some panning to the audio sources, ideally related to 3d spatial, but for some reason neither does the spatial blend nor does the panning slider change anything, does anybody know why ? I have a stereo headset so that's not the problem

chrome locust
dusty jay
dusty jay
#

opinion?

whole cloud
#

This is not a channel for sharing audio and music, and getting opinions on it, it is for help with the unity audio system and developing in it.

turbid dragon
#

Does anyone have experience working with FMOD? I'm trying to find a function like OnAudioFilterRead() that I could use to read the data arriving at the FMODStudioListeners and store them in audiofiles.

stuck frost
#

how do you make multiple audiosource playing at the same time sound nice? Like multiple cannons playing at the same time. Is there some audioblending hack? Everything I did either sound bad or noisy/painful

quasi hound
#

This gives you a lot of options for control, so you could choose to ignore instances of the same sound that are meant to play on the same frame or within a short delay
Or play them at reduced volume, or play a different sound that combines them in the sound clip without peaking

#

If you're also using positional 3D audio it can be a bit trickier since you can't just skip playing positional sounds without it being noticeable if the sources are not physically close

#

Though if they are far apart, peaking when overlapping is less likely or a non-issue altogether
Though that means you also might need to compare distances when evaluating whether 3D sounds are "overlapping" or not

#

If they are, you could play the sound just once at the average position

#

If you're not using an audio manager class, you can still detect overlaps with specific types of gameobjects that are likely to overlap instead, such as your cannons

#

Though that means they would have to have knowledge of each other

stuck frost
#

yea there's a lot to consider, ive only accounted the sounds that play similar clips to just play at different levels for now just so they dont break the audio output for now T_T

#

actually this feels like a nice asset to have, let's see if store have something for it

light urchin
inner bear
#

More or less my approach was this: Play several sounds (fast and high pitched for ligatures that don't have as much weight, slow and low pitched for ligatures that receive more weight, wood snapping) at the same time.

stray willow
#

hello i want make my sound decrease with my player position but it dont work my sound is in mono

inland raven
stray willow
hushed scaffold
acoustic juniper
#

how can I make footstep sound for an fps, because I tried to use one foot step sound and cycle it,but it sounds very fake

whole cloud
#

Make sure each footstep isn't cut off by the next

quasi hound
acoustic juniper
acoustic juniper
quasi hound
#

You can switch up the sounds according to material the character walks on
You can change the frequency and volume of the footstep according to character's movement speed
If it's a first person player you could animate a whole invisible body with blending between walking and running animations and events for each step so the sound gets played at the correct time

#

You could have one set of sounds for one foot and another for the other if you want to subtly extenuate a feeling of rhythm, or to imply the character is walking with a gait

#

Just how complex you want to make it up to you

acoustic juniper
manic haven
#

Does anyone know why I can't add a plugin to an FMOD mixer group or return? They're just greyed out for some reason. I'm able to add them in the Event Editor but not the Mixer -

manic haven
#
signal wraith
#

Hi, I am running into an issue where there's a really annoying click/pop when the audio source finishes playing something.
Here's a visual representation of 2 sounds that cause this(others do too) and as you can see, there is nothing at the end.
How can I get rid of this?

quasi hound
signal wraith
quasi hound
signal wraith
#

I am not stopping nor pausing it, I just let it end

quasi hound
#

If there are any sounds that don't suffer from the issue, that means it's likely something with the assets themselves

signal wraith
#

I think that it wasn't noticeable when I had literally any other sound playing(no matter how quietly) in another project.
I'll see what happens when I add ambiance ig.

quasi hound
#

If any and all sounds do suffer from it, the issue could be deeper in the project or even the editor

vivid token
#

Hii i have a question how do people make music / sounds for their games with which program (prefer free but want to invest if needed)

whole cloud
vivid token
whole cloud
#

Paid DAWs come with sounds and effects and tools to use

vivid token
#

yeah but if audacity doesnt come with free sound effects i can use a video editor then too right XD

whole cloud
vivid token
#

and audacity is more for voice overs right?

whole cloud
#

It is a full daw. I made music in it with my punk band way back in the day. Full live recording.

Can also handle MIDI

#

I would try reaper though. Full unlimited trial (unlimited in time and features hint hint)

vivid token
#

garageband is that good for mobile

whole cloud
vivid token
#

im not really experienced with music making but do i see it correctly you find online sounds and you mix it to a song?

#

so you use multiple audio effects

whole cloud
#

That is one way to do it sure.
Personally I make my own sounds, but I have been doing foley and sfx creating for a long time now. As well as of course being a musician.

But yeah, found sounds is definitely a style

vivid token
#

are there a lot of commercial sound effects?

whole cloud
vivid token
#

thank you so much

#

for helping 😄

#

not really far in game dev yet but nice to have an idea abt how i can polish the game with sounds later on

autumn burrow
#

I have hundreds of sound effects I need to listen to, but I have to double click each file to hear them. I want to be able to just open folder full of .WAV files and just press a single button to listen to the next one. I tried opening one with Windows Media Player and VLC and just clicking the next track button, but it's either grayed out or just loops the same file again. Is there a more efficient way for me to listen to these sounds?

manic haven
#

And then if you need to edit/normalise them, put them through FX or whatever, Reaper is an excellent and quick audio manipulation tool.

gaunt gulch
# autumn burrow I have hundreds of sound effects I need to listen to, but I have to double click...
Microsoft Apps

QuickLook enables a very quick preview of file contents by pressing the Spacebar.

Note: This app does NOT work on Windows 10 S devices.

Support Keys:
Spacebar: Preview / Close Preview
Esc: Close Preview
Enter: Run & Close Preview
Ctrl+Mouse Wheel: Zoom Images/Documents
Mouse Wheel: Adjust Volume

autumn burrow
autumn burrow
manic haven
jolly oracle
#

Hi, I'm working on adding a 'whooshing' sound effect when the car passes by objects. Do you think it sounds good?

#

Here i was testing the performance and it seems to be well optimized

median yew
kindred thicket
jolly oracle
kindred thicket
# jolly oracle I've added the option to use multiple different woosh sounds. Next, I'll work o...

I'll work on merging objects that are close to each other into a single one, which should improve the effect
I'm not scientist, but I also thought about merging 'whooshes'. Perhaps at high speed when big object passes and behind small objects, an effect like 'slipstream' is created. Let me know if you find some research 🙂
I'm not sure what you mean by reverb with early reflections. Could you tell me more about it?
I recently drove past some parked vans and heard reflections from them. It just seemed to me this reverb effect may be relevant in your project.

unkempt hemlock
#

Hi, what apps do you recommend for creating audio?

manic haven
unkempt hemlock
manic haven
unkempt hemlock
#

Thanks

fading kernel
#

Hey guys I'm having trouble with an audio clip that causes sound clipping.
it seems that unity plays the first 500ms in a single frame at the beginning before the rest plays out properly.
the screenshots are 1 frame apart notice the time increase from 0.0s to 0.48s.
does anyone have ideas what could cause this?
pitch is constant i only call Play() on the audiosource

misty mauve
#

Anyone know how I can get my hands on some cartoony sounds?

#

For example, I need a cartoony glass break sound

wary reef
sly nexus
#

Can somebody help me? My min and max distance are not working..

tardy pawn
#

dont just ask, no one can help like this. explain your issue further and setup

sly nexus
tardy pawn
#

is your spatial blend set to 3d?

sly nexus
#

Yes.

tardy pawn
#

can you send a pic of your audio component and how its setup in your scene

sly nexus
#

I'll try hold on a sec..

#

here you go @tardy pawn

tardy pawn
#

a few things that come to mind are changing your volume rolloff to logarithmic and messing around with your min and max distance. maybe 9 and 10 are too high for your audio listener. another thing is your spread value. 198 seems insanely high

sly nexus
#

okay what am i supposed to do?

tardy pawn
#

mess around with the values i mentioned

sly nexus
#

alr ima try

#

i dont think they work.

#

doppler effect is not working

tardy pawn
# sly nexus i dont think they work.

try importing an asset that has implemented sounds from the asset store. if they work in the demo scene, then the problem is something with your component or scene setup. If they dont, then idk...

sly nexus
#

yeah..

#

ty for helping btw

tribal merlin
#

Any website in which I can get royalty free sfx ? (I also don't want to credit the artists as this is for a commercial project)

bold salmon
fast beacon
fallow night
#

Hi, I'm not sure if this is the channel to ask, but I'm having some issues with audio delays.

We're using a timeline behaviour with a custom behaviour to play our dialogue system nodes.

In the timeline, I call "Play" on an audio source, through events. I've logged the dspTime when I call this, and that it's at 549,408. On the next frame, I check the dspTime again: 549.770 (about a 0.36 increase), but when I call the AudioSource.Time, it's only at 0.04. This is causing our audio to be cut off, as we call AudioSource.Stop at the end of the node in the timeline. When the AudioSource is stopped, it is at about 1,7 seconds, and the clip has a total length of 2,1.

Some extra pieces of info: I've played with the load settings of the audio. Doesn't change anything. If I debug log the loadState of the clip, it is also loaded already. In the audio settings, I've also set the dsp buffer to Best Latency, no difference either.

Has anyone experienced this, or something like it?

delicate rivet
#

Also, is there a reason why you are not using clips in the timeline? There is always going to be some scheduling jitter the way you approach it now, shouldnt be 0.4s though

fallow night
fallow night
delicate rivet
# fallow night It's just how our dialogue system is set up unfortunately. It handles more than ...

Seems like this should have been fixed in 2019.3 https://issuetracker.unity3d.com/issues/timeline-using-dsp-clock-is-delayed-if-frame-rate-is-unstable-before-playing-the-timeline so looks like it broke again, I submitted a bug report IN-84274

idk if it would work for you, but manually playing the timeline after the first frame might solve most of the issues? And if you really cant use clips in the timeline, you might see jitters of like 20/30ms when stopping your AudioSource. I guess you could always just put a 30ms delay to make sure the clip has properly finished?

fallow night
#

20ms isnt as big of a deal, we can definitely work with that. Right now, our audio is just very clearly cut off, like the last word in the sentence is only half said

#

I think with 20 - 30ms that wont be so obvious

#

Let me vote on your issue

#

or is it not on the issue tracker

delicate rivet
fallow night
kindred thicket
# fallow night Hi, I'm not sure if this is the channel to ask, but I'm having some issues with ...

dspTime returns current time as 'double' value and has much greater precision than 'float' value.
dspTime can be easily converted to samples (and vice versa - samples to 'double' time), so try using AudioSource.timeSamples instead of AudioSource.time
Of course this won't solve your issue but it will increase accuracy of timing measurements 🙂
more info: https://johnleonardfrench.com/ultimate-guide-to-playscheduled-in-unity/

Learn How to queue up Audio Clips (seamlessly), make dynamic music & beat-match audio in my ultimate guide to PlayScheduled in Unity.

naive thicket
grand tinsel
#

I'm sorry, I thought since this is a audio channel, it would be a correct channel to post it because it is free.

naive thicket
#

It doesn't mean this channel can be used for promotion as well. These are help channels.

grand tinsel
#

okay didn't know that

junior hazel
#

Hi, I'm a new student who just studied audio engine. I just finished the Wwise 101 course and learned some basic usage, so I'd like to apply audio directly to the map for practice, is there a site where I can download the map and apply sound? Or can I work on the map I downloaded from the Unity Asset Store?

spring pawn
kindred thicket
#

I'm disappointed with Unity 6 roadmap, no improvements for audio 😦

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btw I haven't seen global improvements since Unity 5, which came out almost 10 years ago.

quasi hound
peak kiln
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is it okay to ask question about fmod in this channel?

hard gulch
peak kiln
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I'm not sure, but okay. So during some action in my game I need to apply some effects to the level music. Before I used Unity Mixers, which has snapshots, meaning I can use any audio file and apply the same effects to it, but what about FMOD? I have to create parameter for every event to create Distortion effect. Is there a solution?

hard gulch
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FMOD also has snapshots, though I dont know if they work like they do in unity - never used unity's mixer myself

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I think both ways should work for you, just a matter of preference/organization

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I use snapshots for stuff like changing reverb when indoors/outdoors, underwater effects, etc.

peak kiln
hard gulch
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But you can probably just use a mixer channel and a parameter too

hollow orchid
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Hi, I am making an open source proximity voice chat library for unity with swappable network providers. I have working version with the unity microphone, but the latency is higher than I want. The microphone input -> samples pulled out time is around 200ms, but I have gotten the samples received and processed -> playing time to 40ms. So microphone input -> loop back output is around 200-280ms on average. The unity microphone latency is the issue.

Is there a way to improve this microphone latency? I have tried the "best latency" DSP buffer setting, I couldn't notice a change. I also found this library: https://github.com/keijiro/Lasp

I am planning on using it, but I want to know if there is a better way. It would be nice to make the library have no external dependencies.

GitHub

Low-latency Audio Signal Processing plugin for Unity - keijiro/Lasp

hollow orchid
# hollow orchid Hi, I am making an open source proximity voice chat library for unity with swapp...

I am just going to go with the unity microphone. I did more research and most of of the solutions include going with NAudio which pretty much only broadly supports windows or using bindings for a C audio library like soundio. They are just too much work and not the platform support I want. LASP is a great audio visualization library, but it can't easily be converted into a audio input stream library (without modifying the code or making an unsafe wrapper for the soundio bindings)

tribal panther
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Someone has experience with Unity + FMOD + Steam Audio?
I normally not use FmodStudioEventEmmiter but instead execute sounds using my custom wrappers around RuntimeManager.CreateInstance.
However Steam Audio requires to use the component SteamAudioSource next to the FmodStudioEventEmmiter in the same game object, which I don't have.
I'm not sure how to solve that.

hard gulch
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Is there a reason to use steam audio sources?

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Maybe theres a feature I dont remember

tribal panther
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Oh, so I RuntimeManager.CreateInstance and then configure the 3D attributes to it, Steam Audio will just work?

hard gulch
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Yeah, should be pretty simple - been a while and Im not on my pc so cant say for sure