#🔊┃audio
1 messages · Page 4 of 1
That too!
Actually on a separate note, any go-to resources for sounds? Paid or otherwise? I see that freesound.org is liked, but anything else?
Music I'm covered, sound effects not so much.
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
https://sonniss.com/gameaudiogdc this is quite a goldmine
if i have a very specific question relating to audio would this be the place to ask it?
i assume the answer is yes, just wanna make sure
It's better to ask in the wrong place than to "ask to ask" in the right place
i suppose that is true. i’ll fire away then
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
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
not sure if this is Bonkers Insane or Actually Doable. or even worth it
It depends on how modular and what kind of modular really
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
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?
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)
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
so it sounds like it is possible just pretty complex
could you point me in a direction that could help me get started on that?
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?
unless that was obvious and i need to be specific regarding something else, please let me know
First you'd look into getting audio clips into unity, then into scripting to so you can play them on a schedule
Quite a few people have used Unity for procedural music so you probably have resources out there for that
gotcha, thank you! will get started with this
I'm using FMOD. I noticed that a handle can become invalid in the whilst my code is running.
I presume this is just because FMOD is doing its own thing on another thread?
I'm updating my code to not print warnings when it notices this :p
(I release the event instances immediately after creating them)
thank you, that helped immensely
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?
It is synched in editor but not in build
Yes all the song play well. Strange thing is it work well with one scene
So I duplicated these working timeline in another scene and it became out of sync in these new scene
nothing has change in these new scene
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
that's what I did already. It didn't worked.
You can try making sure that the audio is fully loaded before playing the timeline with AudioClip.loadState maybe.
If you are trying to run the timeline as soon as the scene starts
Ok, so i checked "preload Audio data" on audio import options and it worked! Thanks for your help
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?
Delayed the first time or every time? What's the clip's load type and how are you playing it?
its delayed throughout, so it starts playing late and finishes playing late. ill let go for a key and it'll play the audio again for a few more repetitions.
theres some logic but its an mp3 ultimately played with audioSource.PlayOneShot.
i can send u the code in a txt if u want
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?
well i dont know if it is a bug
it might be optimization or some artful decision for the purpose of reverb
but curious if anyone knows why this happens?
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.
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
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
The decibels in the editor stats window always shows -74.8 dB unless said cinematic is playing
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
nvm i fixed it
I was setting the audiolistener volume to 0 at start unknowingly lol
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.
How do your bullets work? Raycast? Rigidbody?
In either case you can use a trigger sphere collider to detect incoming bullets
thx
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)
For only a few lines, Fiver is actually pretty great. Ton of voice actors on there
You could also rent some gear and do it yourself
Sharegrid (if available where you are) or local camera shops have everything you need
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 😄
Ahhhh, gotcha
we thought about that too but it still costs money and since this is only for fun we don't actually have any budget :/
so that is kinda our last option
Well, i guess asking people you know could work. With school projects, people are usually willing to help out for free.
Other than that, you could TRY some pitch and formant shifting haha
That would be cheap but not the best sounding
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
Find someone among friends or relatives to collaborate with?
AI voices are rarely good or positively unique
anyone making a retro game and need music? Willing to make music for free.
!collab
We do not accept job or collab posts on discord.
Please use the forums:
• Commercial Job Seeking
• Commercial Job Offering
• Non Commercial Collaboration
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?
How many?
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
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
Especially for temporary objects like bullets or explosions
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"
Thanks for your reply. Yes, they have same audios, now trying to merge one audio and building.
It really depends on "how" you need to work with it later
Each system should be tailored to the intended use, which is why it's hard to fit any totally fitting out of the box solutions
Pooled audiosources are generally very useful though
At this point the only thing I foresee needing is for a lot of different small and disposable objects to be able to say "Play this sound effect" or "play this sound at this location", in which case I figure I can move one of the pooled audiosource objects
I suppose it would be okay to pool some sound effects but not all?
You can pool as many or little as you prefer
You can also have many pools for different categories, or completely overwrite the pooled audiosource's properties to various preset values
Pooled gameobjects are basically the same as instantiated ones, but avoid the need for destroying and re-instantiating repeatedly
What might be the "difficult to work with later" part you foresee?
Like if I want to add volume specific volume control
Or if I want to replace every instance of a sound that's used many places
Or hearing that a sound is wrong but not knowing where it's coming from without checking everywhere
Or if I end up in situations with 10 of the same sound effects playing at once overlapping, making it extremely loud
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
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
If you're instantiating a prefab that is easy
When pooling rather than instantiating, you can also use a prefab as a base, or keep audiosource properties like clip reference organized in assets like SOs or whichever way you prefer
I think the Audio Profiler should be able to tell you that in any situation
That's a specific situation you'll have to account for
One option is to have pooled audios look for nearby objects of the same type, and adjust their playback accordingly based on distance or other factors
Haven't really looked into mixer groups and such yet
They might still be separate audio sources even with an "audio manager"
An audio manager can practically do or be anything, it just implies you have a class for holding extra data about your audio clips or sources, and methods for using that in relevant ways
In this case I meant more like, if I have 20 enemy prefabs that all carry a copy of a take damage sound and audio source on them
Also have not seen what the Audio Profiler is, will have to look that up
This is what I was thinking. Like if the audio pool manager object keeps track of how many of a certain sound are currently playing
Or how many were started in the last few frames
I can prevent additional plays of the same sound effect
In that case you'd only need to modify one prefab to modify them all
You also have the option to use nested prefabs, so the enemy's audio can be contained in another more generic prefab that multiple enemy types can share
Or instead call them from the pool separately, if you have one anyway
Like if I've just started 5 "pickup" sounds it probably won't improve the soundscape to add 5 more
You have many options in those situations
For example stop all except the newest pickup sound
You could have a smart pool system that detects if sounds of that sort are playing already and stop them
But in that case it also works to have a pool of exactly one audio source per type of sound
One audio source per type of sound would limit me to one sound playing at a time of that type
I might want two of the same sound to play as long as they are separated by a bit of time
But two of the same sound on the same frame would just give me a louder sound, right?
Yes
Though with 3D sound it's a bit more complicated than that
True, but I suspect that two of the same sound playing from different locations on the same frame
Would not be interpreted by my ears as "two separate sounds"
Perhaps not as separate in the moment, but you'd notice one of them missing
In that situation it helps to have a number of variants for each sound clip, so they're not precisely the same
I avoided same audio clips. but didn't work. What is the profiler on build?
Window > Analysis > Profiler
Thank you. It was like this. It's ok with Editor, but it's choppy after build.
This is when multiple audio play.
It looks like you're getting less than 30 fps at all times so you should really optimize your scenes first
I see. So it's not only audio problem.
Yes, that's what I suspect. An already heavy load is more than likely to distort audio and make it choppy
Thank you. I'll try to reduce them. Also I found sound is ok from pc but it's not from quest even it's pcvr.
Sorry, I have no vr experience 🤷♂️
No worries. I appreciate it!
Made these sounds with my granpa
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
Make sure audio is enabled in the editor and then make sure your audiosource is close enough to the audio listener component
the audio is enabled, the tutorial I am following doesn't use an audio source, but it works as intended
Then what does it use?
some scripts that take use of audioclips
That's vague
Audio clips are played through audio sources
Even when using something like PlayClipAtPoint that instantiates an AudioSource that's affected by distance attenuation
update: I did it
if you saw the script, instead of != null, I had == null
You didn't show any script so there wasn't much we could do
I showed it, but I deleted now
Is Anyone able to tell me why my audio slider is not working?
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.
Are your audio sources grouped in that specific mixer?
can unity engine support aup3 audios or do i need to convert it mp3?
can you help me about this guys
update: i did it
doppler effect sounds chopy on fast moving objects, any idea how to solve that ?
probably caused by frequent rigid body velocity updates ?
is there a way to smooth it out ?
How would I do that?
the mixer group field in the audio source component
I'm probably doing something stupid but why can't I hear any of my audio in the editor?
I can even see that something is trying to playback in my audio mixer settings:
Audio settings should be the defaults:
Is your editor muted?
Is you volume on your computer muted or low?
Looks fine
Still not a peep... other computer sounds are coming through just fine
Hmm, show the audio listener
I'm just trying to play some background music for now:
it has 0 spatial blend, but it's still next to the listener anyways
I'm getting different levels appearing in my mixer as expected
Maybe time to give 'er the ol' restart treatment...
Fully restarted my computer and now it's working... lol I guess
The good ol' "have you tried turning it off an on again?" does the trick once again
No way, it stopped working...
It worked the first time I unmuted the editor window and now it isn't working again....
so interestingly audio doesn't seem to be working in my builds either
so something must be wrong...
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?
When I am in play mode, the "stats" literally show decibels going up and down:
but it's silent!
slowly losing my mind lol
Does DOTS/ECS mess with audio? Is there something there?
So after further testing, audio works only after I restart the editor and before I hit "play"
what could cause such behaviour?
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...
but still... so weird, right?
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 ?
Can you move the sound source to the camera / audio listener?
So they are on the same parent
hmm i somehow have the suspicion that ridgidbody is somehow responsible
i have run a super high fixed update rate
still lags behind
made the cam a child of the ridgidbody
Do you have spatial blend set to a non-zero value?
yes
Why?
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
true, but the positions are offset a little bit from the cam
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
Oh like you have a "left", "right", "ahead" and "behind" audio sources around the camera/listener?
you could say that yes
but like already mentioned, i kind of think, that ridgid body is doing something strange
when i set the cam pos during fixed update. cam is lagging behind the visual gameobject
but sound apears to stay with the camera, but choppy.
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
and yes, setting spatial blend to 0 hides this problem
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
me too
maybe the velocities that the audio engine calculates drift...
but that should only affect doppler
which in this case is disabled but also totaly broken
feels like audio is processed/updated during fixedUpdate or so... when ever the ridgid body is updated, and takes that position
what scripts are in the mix? Is it just the rigid body transform being modified?
ridgid body velocities are modified
and the the cam's position is set to a position relative to the ridgid body, defined by a child
What about late update?
modify the velocities and such in fixedupdate, then adjust camera position in lateupdate?
no change with late update 😄
btw, recorded the audio:
generally there is noise + beeps
and camera is moving at ~ 200km/h sideways, first right to left, then left to right
top channel is left, bottom channel is right
and beeps somehow start on one channel then move to the other one
looks like 20 ms till the sound changes the channel
🤷
still having that weird audio issue
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
it all works as expected until I hit play (or build)
Even happens in a brand new / empty scene:
The audio is playing, according to the stats in the game view, but I hear nothing...
set the correct device in windows ?
all other computer audio works fine
maybe your output is just a different device
unity audio works until I hit play
yeah but you can set outputs per application
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
then some of your play mode scripts do not clean up or so ?
had similar behavior with networking. if i dont close sockets, they are still open for the next "play-run"
how could I even check that?
no idea 😄
as far as I know, none of my scripts touch audio
I just wanted to put some background music in for a start....
Oh I just moved the window
i mean non set for the audio source
oh yeah, I set it, no change:
what was the input format ?
mp3
tried importing a different clip from a different artist in a different format (.ogg) and still silent / same issue
hm, no idea
Same, slowly losing my mind over this
same with my audio positional lag 😄
I even upgraded from unity 2022 to 2023 and nothing changed (other than a lot of time wasted re-importing / upgrading packages lol)
have you checked the windows mixer ?
all fine
it works fine until I hit play, so I know there's no super obvious issue like broken speakers
This is wild... I think I figured it out
need to do some more testing to be sure, though
I don't know why but I had a VR headset plugged into the computer that had its audio set to 0
but that doesnt explain why it muted the editors PC volume
It was only configured to sideload apks, I don't have it working to run the game from the editor in the headset
but.... 🤦♂️
because it turns out that audio in the build is working
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)
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);
}
like i get that error when its trying to get an audio thing from the pool while it also needs to put it back
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
i searched online and a couple people said that you need to set them to streaming but it only helped somewhat
there are still a bunch of sounds not playing
here's an example, the circled audio plays and the other ones dont
i cant seem to find a pattern
besides "all the music plays but some sounds dont and the ones that do are the first one played from the audio source"
Does anyone know what is the best free Music making software I can use? (I don't have $)
Audacity is not great for it, but it's free
Reaper is amazing, and only $50 (iirc), but it... has an unlimited trial period...
I can't work with a period free trial but thx for the help
Isn't Audacity a program to edit sound?
Not sure what you mean by the first sentence, but alright
And yes, audacity is a DAW. You can edit, record, and mix in it
Maybe I misunderstood what you were saying, but you make music in DAWs
Oh sorry, I didn't see Unlimited trial period, My bad
Also, I think that Audacity is mostly for Recording your IRL instruments which I don't have
I'll check Reaper, thank you 🙂
No it isn't, but it is pretty limited for sure.
I have done sound design and full music production on it long ago before I got a degree in audio engineering and got full daws. I use Ableton and Cubase now, which yeah, have way more features
Oh that's cool, didn't know Audacity could do that much
It doesn't do it well, I admit
But it takes MIDI 🤷♂️
Beepbox it's a webpage and very user friendly. I've made some RPG bangers on it lol
And it's 100% free no sign up
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?
Ah ok.
Make a child object, add source to that, position it at the feet
Yes, you would have to make a minor change to your script
hi there, anyone can help me with this?
im having troubles with an mp3 format audio when importing in unity (SOLVED)
Solved how, then?
My guess by not using mp3
Thx man that actually looks very simple to learn, I don't have much time to work on musics so that looks perfect! Thank you 🙂
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 😉
Truedevil more like TrueAngel lol
Glad it helps 😌
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
Curve the notes? Like the sound to smooth in transitions and stuff?
Oh nvm I see what you mean
That's awesome
No her download was corrupted and her bit rate value wasn't showing up in the properties section in file explorer 😵💫
#💻┃unity-talk message here's the pic she showed
Just wondering what program does everyone use for making game music
Any DAW will work.
Some will say that X is better than Y, but it's really just preference.
From 'free' software, Reaper is probably my favorite. Its not really free but has an unlimited trial pretty much
Is Streaming + Vorbis the right setting for loopable WAV music?
Vorbis is not WAV. What do you mean by WAV music?
For one thing, vorbis is compressed, wav is not
I'm putting a WAV song file into the audio clip and the WAV song has loop points from Wavosaur.
If you want it to be compressed (which would help with streaming), then yeah, vorbis is good
But I've seen footage (of my own game) where the music fails to loop and the stream is left with awkward silence. 
Very tempted to set it all to PCM and assume it'll work better.
I don't think setting it to pcm, wave, vorbis, or any of that would even be relevant to your issue, unless it is lag, in which case switching to the uncompressed pcm would make it worse
I've gathered all of the sound related parts here so I'm open to suggestions.
There is a gap at the end of the sound file
Ah
I see the loop point is before that
Yes, that's the intention, if it goes beyond the loop end point, it won't loop seamlessly.
So that is default. Are any of the other targets different?
If it were me though, I would just chop the audio percectly in my daw and reexport it, skipping the loops in audio
But wouldn't that prevent a song from having an intro that only plays once?
I guess so. Unless you make the intro its own file.
Honestly, I don't use unity's built in audio system much. I used fmod mostly.
I'll back out and let someone more knowledgeable answer
Would FMod make me manually replace every audio source that happens to play music?
Fmod has its own components. You can use built in and fmod together though. The install wizard will prompt if you want to disable built-in from what I remember
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?
did you attach an audio to audioSource?
yes. it also plays and I can hear it when I have "play on awake" checked
but it doesn't play using script?
nope :/
what kind of audio is that? like one time short audio?
it's just this
and you sure your being held function runs?
yeah I can hold the slimes
and is that a one time function or it's keeps running while you hold it?
looks like it's runs ones
can you try using debug to make sure your function only runs ones when holding?
I got it! Had to move audio source to the parent of the object instead of the model itself
so the problem was with the get component part? the script was in the parent object?
yes xD
I was looking for more complex solutions 😦
I want to make the distortion effect https://www.youtube.com/shorts/JQff6fOI8Vs (I dont know what its called) how do I do it? (ping me)
If you mean how the audio gets "stuck" at the bluescreen, that's a result of a very small portion of the sound being repeated/looped
I don't know what's it called, if it can be found as an effect
how do I do that effect in game?
I cant get the sound thats currently playing
I guess you can get and set a specific part of an AudioSource with AudioSource.time
You can also use a Find method to get an array of all AudioSources, and do it to all of them if they're playing
.time might not be perfectly accurate though, but perfect audio accuracy is very hard at runtime
is there a property like .isplaying or .isrunning to know if its playing something?
and can I start a track in the middle?
@tall path heres something to play with
thanks a lot!
can I make everything louder?
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
I think you Really do not understand what this room is for. @reef moss
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
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
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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
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?
can someone check out my song for my game? ty
i also have this, not really my style but i gave it a shot
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
what is this link? doesn't work for me
why is not playing it? ray doesn't hit the ground because of the downhill?
should just be a pastebin of my code since it's too big to screenshot
It doesn't show code for you?
nope
Weird. Shows fine for me
I needed vpn to open it 💀
wha-
can you show a short video of it? when exactly it doesn't play?
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
what do you use for gravity?
can you send the script related to that too
does it slow down just before landing?
here is the script for moving the player character
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
ahhhhhhhh
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?
so would setting it to 0f work then?
no it would make it float
ah
I believe you don't even need the part that sets it to -2 and its fine
ah, so just comment it out?
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
yes
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
yes and make sure to check it while playing too
it stays the same when Im grounded but changes to a new number if I jump
and does it fix the sound?
What's a good number for Max Virtual voices and Max Real voices?
Depends on your performance requirements.
you should utilise sustain a lot more so that there are no audible moments where there is complete silence
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
From here this seems like a mistake in your script calling the PlayOneShot method
Or perhaps the gameobject that has your script doesn't have the clip assigned
checking
dang it i did not assign the clip into the soccerball that has the scripts
now it works
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.
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.
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
xylophone
My WAV music on Unity randomly decides to not loop.
Should I replace the tracks with OGGs so this is consistent? 
playing around with this softwar
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?
Make sure the sound file reaches unity (0 amplitude) at the start and end.
If the speaker cone is forced to jump positions, it will cause a pop
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
Aight ill look into it thanks!
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.
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?
AudioClip.GetData https://docs.unity3d.com/ScriptReference/AudioClip.GetData.html if you want to precalculate or OnAudioFilterRead https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnAudioFilterRead.html if you want to do it realtime
thank you, i will test both.
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?
Can you define more precisely what "narrative" means for your game
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
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
!collab
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Please use the forums:
• Commercial Job Seeking
• Commercial Job Offering
• Non Commercial Collaboration
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
oh
also, how does it sound like to you?
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
you and I must hang around very different spaces then
😛
Music ai also steals. It it horrible imo. I feel as negative about it as art ai and llm ai
Probably more so than art ai honestly, since I compose music
i never seen any negaivity to music ai
I see this constantly
music ai also steals?
huh? constantly?
How do you think ai works?
It has to know what is considered good music
hmmm... well... I know that people uses ai so much in art and claim them as theirs while is is obviosuly it is ai art... but.. I don't know so much about ai
but, can they also sometimes be good if done correctly? (sorry of my minor mind don't know so much stuff)
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
oh
most of them would see it as an immediate red flag, regardless of your own intentions
even though like if it's just only one, still immediate red flag?
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 🙂
oh... I see now, but what do you think of how it sounds the one i posted?
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
which how the music soudtrack sounds like
passes muster?
https://www.dictionary.com/browse/pass--muster
Meet a required standard, as in That yard cleanup won't pass muster with Mom .
uhhh... ?
That’s a simile for what this sounds like
The pieces are right, but the shape is wrong
There is no cohesion, no direction, no narrative thread
so... it's like a bad soundtrack since because some pieces of the soundtrack there goes differently?
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
uhh i don't get hwat you mean
"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
even though if i don't understand it
so... like whart parts of the soundtrack should it be changed?
They mean it isn't good
I'm not downloading a file, so I can't comment.
But this is not the channel for that. Share it in your dev log
This is a channel for getting help with audio issues (like the audio engine and code)
oh
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 🙂
is there a way to visualize the 3D sound settings on an Audio Source I need the distance to be precise
Like the roll-off? The graph will show the distance to the listener
sum stuff i been working on
Final Boss Theme by virtual_matt
someone did sent me these soundtracks over to me, what do you think? (the second one do sounds like a christmas music
made something on the second soundtrack like cutting short a bit
@past igloo remember that showcases and feedback requests should go to #1180170818983051344
I know
Is there any way you can detect where a sound is coming from and how far it is?
Like compare positions or something
I think there's many ways to do it but the best way will depend on what for
Say there's an ai that needs to know your whereabouts - what would you say is the best to do
Usually such AIs don't listen or know about audio at all
But instead whenever a player emits a sound, they also check for enemy proximity and send a signal alerting them if close enough
Oh okay, I guess that's a simpler method
thanks a lot mate
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
I've found this, which is almost exactly what I want, but it's broken and for some reason doesn't load all files. Some have just 0,00s duration and can't be played in the program, and no search, you have to manually go through folders https://github.com/pixelriot/SFX-Browser
Let's see how the new algorithm handles some music.🎵
Quoting Culture Crave 🍿 (@CultureCrave)
Twitter has updated their algorithm to allow users to see more posts from smaller accounts
nah I figured it out
Asset showcase channel is now #1180170818983051344
I use Foobar2000, it has file operations like multi-file copy and move, and a blazingly fast search of indexed folders and archives
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
thanks! will check it out
Asset showcase channel is #1180170818983051344
Any suggestions on free orchestral plugins?
Timpani, cello, string, brass etc
People don't understand this. We need to add clarification to the description of this channel.
Heyy, i'm confused i should hear a sound but nothing comes out, whenever i change the frequency in game i can hear some cracks but no sound then (https://www.youtube.com/watch?v=GqHFGMy_51c according to this guy)
video (c) 2016 Prismic Studios LLC
Check out my game on Steam!
http://store.steampowered.com/app/406220/
some code from: http://www.develop-online.net/tools-and-tech/procedural-audio-with-unity/0117433
nevermind i had the wrong sampling frequency
was using 48 instead of 48k
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
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
Oh, I never thougth about this. How ist it with Unity Asset Store audio?
Same deal everywhere
Asset Store has no way to verify every asset with certainty
But as long as you're paying some legal entity for the right to use something you have someone to point a finger at if you get into trouble
As opposed to downloading something for free
Thx for the Info
hi team, where can i get Vivox Native SDK? is there a paid version available for this?
Hello is there anyone here who is experienced in using fmod?
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?
Rather, what are some cases I should consider when using 3D audio in a 3rd person setting
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
Yeah, I do the ignore if more is spawned in a general area within a timespan
no clue if that's the hacky solution
Doesn't sound hacky to me, and you have the choice to make the system more detailed easily
people said audio mixer can help too, but I can't use that with webgl for some apparent reason
#3 is up to preference, probably not directly on the character's head since that can cause extremely sharp variances in sound direction if your sounds also have zero Spread* and full Spatial Blend
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
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
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
Spread at 180° takes no effort for disabling directionality while keeping distance attenuation, but the downside to the other option is that it forces sounds to mono (which can be preferable for some effects)
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
I'll keep that in mind tyty
been putting the audio offf so might as well learn it correctly on my next project
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?
Make a load scene and load DDOL and managers on that
thus you never need to loop back into the load scene
Not related to audio specifically
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.
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.
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
Not sure if music qualifies for this server, but I would really appreciate it if you left your thoughts on this instrumental I did!
https://youtu.be/jJvTPYSqP14?si=h91dsbTgIGqWQBZg
Showcases and feedback requests are meant to go into #1180170818983051344
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.
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.
perhaps you have another AudioSource you've forgotten about
hi team, where can i get Vivox Native
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();
}
}
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
Hi! Why can't I add my Coin Collect game object that contains an audio file on my coin prefab ?
it says Type mismatch
Show the inspector of the object you are trying to drag in
Oh, you have a prefab selected
Prefabs cannot reference scene objects
So I have to put my prefab on the scene ?
bcs when I put my prefab on the scene then I drag CoinCollect on Coin Sound it works but when I start the game Coin Sound goes back to "None (Audio Source)" like it removes the CoinCollect
No. You would have the code instantiating the coin pass the source to the coin
Then you are overwriting the reference. Do you call GetComponent for CoinSound in the code?
No I don't, do you want me to show you the Coin script ?
Sure
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
Oh okay so I let it where it is
but then how can I put my audio sound on Coins
You have the object instantiating the coin pass the source to it, as I said
You are instantiating the coins, right?
Immediately after that line of code, set the reference
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
Hmm I see what u mean
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
Can you link the tutorial?
Yes sure
Welcome to the another Unity tutorial, in this Unity tutorial I will show you how to add sound effects to your game so when you collect a coin a sound effect will play, you don't need any prior knowledge of Unity.
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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
oh actually I didn't mean to link it to that time code lmao
This seems more like just a showcase about how sound works, because a lot is certainly not good practices
ah I mean, I thought it would be easy to put a sound to a collision but apparently not x)
I mean, it is. You just want to spawn from prefabs, instead of from a scene object (which it looks like he was doing?), and pass that scene reference to the newly spawned object like above. Everything else should work fine
I see, so now what I have to do is what you told me earlier ? by setting a reference as u said
Yep. That is likely the best way. Unless you want to either make a singleton with a static accessor, and the coin can just access it directly instead of having a reference (https://unity.huh.how/references/singletons), or have each coin have its own audio source
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
Alrighty man, appreciate the help tho thanks
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.
can I make an audiosource play the sound faster without increasing it's pitch?
Not in unity.
You could try pitching down as you speed up, but I'm not sure if the results will be great
Might be better to use a daw with timestretching to make multiple clips at certain speeds
What software should I use to create music for my game (perifable free snd not web based)?
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
Personally i use FMOD
hi ! my audio sometimes cut during the game why is that happening ?
How can i make an audio clip play until its done and not cancel itself out somehow?
I am using source.PlayOneShot(clip);
Oneshot should not be stopped by playing another clip
Its because i basically turn my script off with the game im making ill show you.
What do i do?
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
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.
Well there you go. Have the source on something that doesn't get disabled, just have the clip itself on the object
I know but i have all the Mouse pressed logic on other scripts
Not really sure how that is relevant
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
Well, you make a reference. Put the source on the player, reference the weapon
How do you do that?
!learn
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Of what?
Referencing is not unique to unity
It is one of the basics you need to know in order to program
You really need to take a step back and learn the basics
#🔊┃audio message
That’s what I’m doing. I just asked you for the page to references so I can learn about them.
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
I just gave you a link to how to do the basics
Do that.
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!
Can the PlayScheduled method for an AudioSource also be paused when the current audio is paused?
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 ?
That's the scene window
You can't get audio from the scene viewport in play mode
so im unable to test it in unity?
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
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
i just tried and didnt work 😦
You may have disabled audio in Game window as well
Or somewhere else
it was on yeah
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
u just went einstein on me i cant lie..
hey! just curious to see if anyone wanted music, i want to try doing stuff by request (obv free, just trying to learn)
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
@hard gulch Thank you that realy helped!
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?
Fmod has tools for it
But you might not need a proprietary audio middleware just for a script to fade audio in/out by position
No I figured there's smaller things or I can roll my own, but do you end up wanting fmod eventually anyways?
If you will have a audio contractor at some point
I never found a compelling reason to
It has some DAW functionality and can skip you having to script some commonly used effects
But if you're already authoring audio externally and are no stranger to scripting it doesn't seem to offer anything beyond that
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
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
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
Unity audio is actively getting some updates, like the Audio Random Container
https://docs.unity3d.com/2023.2/Documentation/Manual/AudioRandomContainer-UI.html
Which is a thing that most people assume they have to code by themselves
Audio mixer and mixer groups are really important to know about also
oh nice, yeah I''ve always rolled my own random container
Should've called something like a "playlist" tbh since that more describes what it does
Also saw that there's a soundmanager in moremountains' packages
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
(no idea if it's something worth using though)
You usually always need an audio manager like this, even just for instantiating or preferably pooling audio sources (since PlayClipAtPoint doesn't give you the audiosource reference for some inconcievable reason)
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
One of the best audio solutions I have found is https://github.com/bbbscarter/UberAudio it is old and requires work but from a architectural perspective it is very good. We are running a custom fork of it in our projects.
anyone know any good sound effect assets for footsteps on concrete/metal?
anyone know how change sound out because my clip audio not exit on the good device ?
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.
Try moving these points on the red curve to 0
I'm so dumb lol I thought the blue line was zero 🥴
thanks
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.
might have some luck with https://github.com/naudio/NAudio
I checked this, but as far as I know it won't work on Android
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.
What have you tried, what format are you importing your audio as and what load type do you use for them
mp3, I have tried all 3 load modes none of which seemed to make any difference
I have tried playing the intro section and using an IEnumerator to schedule the loop section
Mp3 often has skips and delays regardless of how you load it
does ogg bypass this?
also why would it do that, so stupid
Yes
alright thanks, time to whip up audacity real quick
Consider though that ogg is a lossy file format, it may be better to use wav
Once the game is built, it will be converted to an internal format anyway
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
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
is it a bad idea to have each footstep sound as a different AudioSource?
No. Not how I would do it, but as long as there are only a few it's fine
what do you think is the best way of doing it? is using a single AudioSource for all footsteps and just swapping the clips fine?
That is definitely what I do.
I have made an array of ground types (dirt, concrete, etc), then on start, randomize it, then loop that randomized array when walking on that type of ground
ok, thank you
Welcome to Resoundle's sound library! Enhance your game's user interface and interactions with our "Free Bubble Pop & Menu SFX Set" audio asset. This set is ideal for developers looking to add a playful and engaging touch to their game's menus and selections.
🔊 Immerse your players with high-quality sound effects, including three bubble hover o...
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.
I believe these collections have a few well recorded guns:
https://sonniss.com/gameaudiogdc#1605031061822-1c2e5396-19e8
That's not the problem, I already have well recorded gun sounds, I only need the tails.
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...
Otherwise, getting isolated tail sounds for specific rooms are indeed difficult to find for free
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
alright soap boy
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...
💥 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 ...
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
Did you assign it to a bank and have a valid reference for it in the Unity inspector?
does audiosource pitching change the lenght of the sound? 🤔
or is it smart enough?
it changes the lenght
no idea what 3 to -3 means 🥲
https://discussions.unity.com/threads/why-is-audio-source-pitch-clamped-to-3.742445/
good that somebody asked... oh wait
Pitch = playback speed, 2x = 0.5 length
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.
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
Does Unity reproduce the Dopler effect?
An approximation of it by pitch-shifting sounds based on their relative velocity to the audio listener
But sound travel time is not accounted for in that situation, or otherwise
because I want to make the noise that a bullet made when it fly near your body but i don't really know how to have the best result
"Best" is subjective
Often, bullet fly-by sound effects are played locally when a bullet passes near the listener, rather than trying to simulate it dynamically with doppler effect
I see, but how can I detect if a bullet is within a certain perimeter?
Depends what your "bullet" actually is
It's a game object, but as we can not technically see them because they are too small I don't know if I should display them on the others client game (my game is a Multiplayer fps)
A gameobject could be and do anything so that doesn't give me any useful information
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
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?
You can explain in #archived-code-general what your bullet is, how you're moving it and how you want to detect the fly-by, to figure out how to call a method at that time
The method can do anything, including play the sound effects so it's not an audio issue in any inherent way
ok 👍
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
This behavior can happen on a WebGL build where Audio mixer is not supported
no webgl here. its annoyingly weird, it works for some audio sources just fine but not for all
hello, i have a question. I need to capture desktop audio to send via WebRTC
should i ask here or in code general?
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
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
You can manually attenuate them based on a shape of your choice with a custom script. Out of the box, no.
hmm I will look into that, thank you
Do you know how I can improve my shooting sound, especially when it's in full auto ?
A shooting sound is not usually expected to interrupt the sound of the previous shot
I already tried to make a script that make each shooting sound play till the end, and I think the result is even worse
How is it even worse?
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
Perhaps your sound effect has a too intense tail then
Some games use looping shooting sounds for rapid fire with a separate tail segment for when the shooting stops
Sometimes a separate first shot and a separate single fire sounds also
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
What the harsh frequencies (sry my english not very good 😅)
Also I put the shell falling onto the ground in the same audio as the shooting, should I separate them ?
Sounds are made of frequencies
Most sound effects occupy certain frequency ranges more than others
EQ filter can reduce or intensify those frequencies to make the effect sound less harsh
Ohh ok ! I see
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
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?
Hi, you need to loop the burst and add a tail when burst stops, ideally do it in FMOD, so you can have parameters that control trigger, loop and stop (tail ). It sounds natural that way.
What's FMOD ?
It'a a free "middleware" that music and sfx peolple use to help implement sounds : https://www.fmod.com/
@acoustic juniper
oh ok thx that seams to be intersting !
Not free technically
But you don't have to pay before a certain revenue threshold
also do you know where I can find free sounds and sfx because it's really hard to find good stuff online
oh ok !
@quasi hound @acoustic juniper free under $600k budget : https://www.fmod.com/licensing#indie
and <$200k revenue
@quasi hound true
what's the devellopement budget ? the money I get from the project or the money I pay to make it ?
The simplest way might be to make the audio start when a rotational velocity exceeds a certain value, and stop when below
Probably won't have to worry about any specific point where the audio would start
But you usually want to smooth out the volume change before pausing to not have it too abrupt, as well as the start if you're resuming rather than restarting the sound
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
Generally budget is the funding you have for making the project, revenue is money coming in from sales
But the exact rules about it can be pretty specific, and vary per license so make sure to read the terms precisely
ok! but I put 0 € for the development of the game and then if it can bring me 100 € I will be already happy 😂
Still, if you plan to make money it's important to know what you're on the hook for
FMOD doesn't do anything Unity can't do, it just simplifies the steps there, so you don't have to code the audio tail system yourself
as it's don't seam to be very hard to make I maybe try to make it myself first !
I was planning to use fmod to generate this door rattle sound, but I'd rather not depend on an external tool, but I don't know how to implement that without it, since you mention that unity can do it, as there is no graphical interface that allows me to do it without opting for scripting. I was also looking at this from DSPGraph but the examples are very few
You'd have to script it
Middleware may give you more precise (or rather automated) methods to call for audio playback/volume/pausing but you will have to make a script to specify when the conditions are right for calling the sound methods
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
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 
From what I can tell all content that can be downloaded later in-game when needed will be, not just audio
I tried to do something, but I need help if anyone would like to improve it
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
hey guys im getting these errors after changing my unity editor version from 2022.3.8f1 to 6000.0.11f1. what should i do ?
Delete project Library and generate it again
Or potentially make a new project entirely and export your assets over as a unitypackage
That seemed to be the only fix for a lot of my projects that broke when going from 22.3. to 6
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
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
I've imported an audio clip into unity, and I was wondering, is there a way to increase its volume?
You have to modify the gain in an external program then reimport it to unity
Audacity is free
I'm already using Audacity, but when I increase the gain it's breaking the sound (I can't really explain in english)
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?
How you you can increase gain is limited by the sound, like how you can't keep making an image brighter without blowing out the colors
Sound loudness is a bit of a complex topic, but normalizing it first may help so there'd be less peaks
actually the real problem is that my sound is a grenade explosion and up close the sound is quite loud but from a little further away (~20m) the sound is not loud at all and it doesn't sound like a real explosion, so I wanted to know, is there a way to reduce the geometric attenuation?
Sure, Audio Source lets you set any kind of Volume Rolloff for 3D sounds
but I think I'm not using an audio source, but directly an audio clip
AudioSource.PlayClipAtPoint(GrenadeSound, transform.position);
PlayClipAtPoint is a quick and dirty method that instantiates a temporary AudioSource that you have no control over
There are not many situations where it's a practical method of playing audio
Thanks
I tried to instanciate an object with an Audio source, but I didn't know how to remove the object when the audio clip was finish
So how did you plan to learn it?
yes that might be cool to learn it, but I don't know how, and also I don't know if it's the good way of making this thing
You should be able to easily find a solution by googling the question since it's a very basic thing
Most stumble by it just doing beginner tutorials, which you probably should too !learn
:teacher: Unity Learn ↗
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I found a solution by myself because I realise how easy it was to make 😅
For future reference, just say that all the channels are help channels and link to #🔎┃find-a-channel
Their question was not necessarily code related, and belonged in #💻┃unity-talk
oh ok, my bad
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
hi can someone tell me what they think of this
love this for a dark forest or a cave ngl
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.
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.
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
There are some
If you're managing your audiosources or their instantiation from a custom script (which you often end up doing since there's no builtin way to pool temporary audiosources) then that script can also list and track sounds before firing them
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
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
thats really good, but make it so that the door does swing back automatically
I could, that would play a static sound, but my approach was to adapt it to different types of doors and windows. I just don't have enough knowledge about audio editing to know how each fragment could turn out.
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.
hello i want make my sound decrease with my player position but it dont work my sound is in mono
Put your spatial blend to 3d
ty
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
Array of sounds, randomly or semi-randomly choose from array
Make sure each footstep isn't cut off by the next
That seems expected doesn't it
When we walk our footstep sounds aren't the same sound repeating
ok thx !
yes I know, but as every time I undertake to do something myself, I do it in a shaky way, I wanted to make sure I did it right this time. 😅
As mentioned you'll want several sounds to break up the monotony
You'll want some that sound good with that variety recorded in
Some audio designers record footsteps by hitting some surface with a shoe repeatedly, and despite being different sounds they all sound like the exact same impact as well as lack the kind of physical motion that really happens in a step
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
thanks for the advice, it's true that I'd like to have a sound ambience that's complex enough to make it as immersive as possible.
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 -
Found out why, it's a bug - https://qa.fmod.com/t/plugins-greyed-out-on-groups-master-bus-2-03-02/21945/2
No, this is a bug. You should be able to add Resonance Audio Listener effects to buses. It looks like this issue was introduced in FMOD Studio versions 2.02.23 and 2.03.02. In versions 2.03.00 and 2.03.01, and versions 2.02.22 and earlier, Resonance Audio Listener effects can be added to buses without problems. I’ve added this issue to our bug...
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?
Usually importing the sound file as mp3 seems to cause this issue
all of them are high quality wavs
here are the 2 I showed in the inspector
Another reason for a click/pop on stop could be that the audio is still playing when stopped or paused
I am not stopping nor pausing it, I just let it end
Then I don't have more guesses
I would experiment with different load types, compression formats and importing them as .ogg to see if any of these have an effect
If there are any sounds that don't suffer from the issue, that means it's likely something with the assets themselves
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.
If any and all sounds do suffer from it, the issue could be deeper in the project or even the editor
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)
Audacity, or Reaper for free and cheap. Ableton/FL studios/ Cubase/Protools for pricy but fuller.
Mac has Logic Pro which I used briefly while at school around 12 years ago. Pretty good
im not really an artist in music and stuff is there a big difference between paid and free
I mean, you can get audacity right now and check it out. That is what you get for free, and it will be a bull to work with. Reaper is pretty great and has quite a bit for the $50 they charge. It does have an unlimited trial period too
Paid DAWs come with sounds and effects and tools to use
yeah but if audacity doesnt come with free sound effects i can use a video editor then too right XD
I guess.... that would be subpar to say the least
and audacity is more for voice overs right?
No
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)
garageband is that good for mobile
XD in classic winzip style
That is one I have never used. Dunno
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
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
are there a lot of commercial sound effects?
Countless haha.
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
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?
Reaper's media browser is good for this. I think auto-preview is enabled by default so you can just click or arrow key through files to hear them.
And then if you need to edit/normalise them, put them through FX or whatever, Reaper is an excellent and quick audio manipulation tool.
You should get QuickLook https://apps.microsoft.com/detail/9nv4bs3l1h4s
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
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Looks like their free version is only a trial, so this won't work for me. But thank you.
This is exactly what I need, after I preview the first file I can just push an arrow key to move on to the next one without having to close any windows. Thanks. 
FYI it's a trial that doesn't stop you using it once it runs out. There is no DRM.
Oh, very good.
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
extremely cool, but would get annoying and distracting after a bit - I suggest either scaling it down a significant amount, or make it play only for almost-collisions, perhaps both
Sounds great, but only for infrequent passing objects.
I would also add randomization of 'whoosh' audio clips and reverb with early reflections.
I've added the option to use multiple different woosh sounds.
Next, I'll work on merging objects that are close to each other into a single one, which should improve the effect.
I'm not sure what you mean by reverb with early reflections. Could you tell me more about it?
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.
Hi, what apps do you recommend for creating audio?
Reaper + any free VST you like.
@manic haven reaper is free????
There is no DRM. You can keep using it after the trial period ends. I recommend supporting it though if you end up using it a lot and can afford it.
Thanks
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
Anyone know how I can get my hands on some cartoony sounds?
For example, I need a cartoony glass break sound
use google its very resourceful 😉
Can somebody help me? My min and max distance are not working..
dont just ask, no one can help like this. explain your issue further and setup
I used min distance as "9"
And max distance on "10"
So whenever I get close to it, you can hear the sound, but it won't work at all, I could hear the sound from everywhere.
is your spatial blend set to 3d?
Yes.
can you send a pic of your audio component and how its setup in your scene
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
okay what am i supposed to do?
mess around with the values i mentioned
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...
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)
Unity asset store has various sfx packs
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?
I am playing around with this just using signals and timing in a monobehaviour - if my start signal is on the first frame of the timeline, with play on awake on the director, i seem to get a massive delay (0.5s). If I move the signal a bit later, the accuracy jumps up. In your example 0.36 for a frame time seems excessive but also lines up with how early you are stopping the source.
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
Ye, I noticed this too. If it's a little further in the timeline, it's much better.
It's just how our dialogue system is set up unfortunately. It handles more than just the audio. It has a bunch of dialogue actions characters can do (such as looking at each other, playing animations, etc), and it wasnt initially setup to work with timeline. It's unfortunate, and I'd love to change it, but it would be a big undertaking
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?
Steps to reproduce: 1. Download the attached project and open "boot" scene 2. Enter play mode and wait until a new scene is loaded 3...
To clarify, do you mean setting the time on the timeline with playfableDirector.time?
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
I am just guessing that you have PlayOnAwake enabled on the director? Then I would turn that off and have a script that calls play on it after the first frame, if that's an option for you it would be a workaround for this first frame delay bug. Otherwise you will have to wait for a fix!
It doesn't seem to have made its way through to issue tracker yet, I don't know exactly how that works.
Ah, no, a script calls play on it already, its not PlayOnAwake
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/
@grand tinsel Don't cross-post, please. #1179447338188673034 was the correct place to post.
I'm sorry, I thought since this is a audio channel, it would be a correct channel to post it because it is free.
It doesn't mean this channel can be used for promotion as well. These are help channels.
okay didn't know that
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?
I'm disappointed with Unity 6 roadmap, no improvements for audio 😦
btw I haven't seen global improvements since Unity 5, which came out almost 10 years ago.
Would've been sweet
Iirc they're working on a totally new system behind the scenes to not be dependent on fmod
is it okay to ask question about fmod in this channel?
If it is unity related, sure
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?
Maybe look into effects chains. They are sort of presets that you can share between events
FMOD also has snapshots, though I dont know if they work like they do in unity - never used unity's mixer myself
I think both ways should work for you, just a matter of preference/organization
I use snapshots for stuff like changing reverb when indoors/outdoors, underwater effects, etc.
what I really needed was an FMOD mixer
Yeah thats where you use snapshots.
But you can probably just use a mixer channel and a parameter too
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.
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)
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.
I don't use audiosources at all, steam audio fmod events work normally with CreateInstance
Is there a reason to use steam audio sources?
Maybe theres a feature I dont remember
Oh, so I RuntimeManager.CreateInstance and then configure the 3D attributes to it, Steam Audio will just work?
Yeah, should be pretty simple - been a while and Im not on my pc so cant say for sure