#🔊┃audio
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Ok right. I havent tried that. Update the duration and save it as a new clip may help. And now i must find how to calculate the modified audioclip duration. Thanks, it help me a lot.
@signal raft the pyramind series is real beginner but does go through some simple audio programming stuff https://www.youtube.com/watch?v=NcXyggDZ9ME
Book a session with Brennan: http://hubs.ly/H06BcGS0 In this first part of our multi part series to basic programming for audio, we are diving into simply pl...
is there any good free game audio websites ?
hi. i'm having trouble trying to change music in my game. it works fine in the first scene aside from the boost audio not playing. the results music for the second scene doesn't play but it is trying to cause you can hear popping from the game.
https://pastebin.com/3ANfNcug
any advice?
the only time when the music will play is when Time.deltaTime = 0
@rapid berry By the way, you don't need to put == true and == false anywhere. You can just use the base variable name and it assumes it means == true. As for false, you just put an exclamation point in front of the variable name and it means the opposite of the bool it currently is, so
if(LevelComplete == true && Pause.GameIsPaused == false)
could be
if(LevelComplete && !Pause.GameIsPaused)
But why do you have a FixedUpdate call for a non-physics related thing? I feel like that would make things inconsistent
because i would use Time.DeltaTime to stop the game and the music wouldn't play if i did that and put it in update
You could use Time.timeScale to pause the game.
I haven't messed with pausing much but apparently AudioSources play independent of timeScale
wait i didn't Time.deltatime i used Time.scale
my mistake
but i still have the problem of the music not playing even though it is clearly trying to
Hey, dose anyone remember the website where you can hire someone to just say lines. I think it's relatively new and it's just for recording short dialog.
how do you add audio to play with the movement of buttons on a menu scene?
do you know where i could find a nice AI like text to speech ?
@crude acorn What did you use to create that track?
@silver valley you can try Voiceful
it only allows for 5 words at most with free edition
Yeah( I'd like to know if there's something similar for free
Cloud Text-to-Speech converts text into 18+ natural-sounding voices, in a variety of languages.
Text2Speech.org is a free (also for commercial purposes) online Text to Speech Synthesis tool.
There's heaps of browser based text to speech tools
Then just record you computer's audio https://www.howtogeek.com/217348/how-to-record-the-sound-coming-from-your-pc-even-without-stereo-mix/
Is there a good method for smoothly crossfading into the next loop of an audio clip?
heres something I composed recently
hi i put my "music.Play()" on void Update so instead of the music played in it's entirety. it keeps hitting play every frame which screws up the music to be a popping sound.
how can i get "Music.Play()" to play once in void Update?
@rapid berry AudioSource.isPlaying
to check whether it is already playing before playing it
Johann Pachelbel's Canon in D, performed on rubber chicken, has renewed my faith in mankind. https://t.co/gLyxx9l5YL
25837
72928
It worked thank you so much @craggy cove
@Leafpo#8200 the noisy sound on left pan isnt quite fit i guess... but the athomosphere is good, calming and a little bit spooky at the same time...
@Leafpo#8200 It needs a lot of work with the masked sounds, equalization, and the synthesizer with the bass (or bass) sound oscillating mmm does not seem to fit with the other sounds, something is missing
Sounds like I have a hua hua for a badly configured electric guitar
JC Denton running away from UNATCO forces near Majestic 12 Area 51 compound
Anyone have any advice for making simple gibberish speech sounds?
WIP
Sound Design ( armoury, craft, tools )
🎼 🎹 🎤 🎧 👁 🇵🇸
@proper salmon thank you! Google sounds really good, but I'd like to add some post effects, to make it sound special
https://www.youtube.com/watch?v=LvynLI82H8M <- will start from here 🙂
An Audacity tutorial to teach you guys to make some "Super Cool" voice effects. Hopefully the video can teach voice actors about Audacity, and a few of the t...
WIP
Cold Heart ( armoury, craft, tools )
🎼 🎹 🎤 🎧 👁 🇵🇸
@slim shore LMMS studio, I am dedicated to creating music for indie videogames sell my tracks
WIP
Kick Design Sound ( armoury, craft, tools )
🎼 🎹 🎤 🎧 👁 🇵🇸
quick question to those that know more about middleware, does either fMod or Wwise support Facebook Gameroom? trying to decide if i want to go with a middleware in next project, but if they dont work for the target platform then no point. I'm sure that this is answered in a forums or FAQ somewhere, I just could not immediately find it and was hoping someone would just know off the top of their head, thanks.
yeah webgl, ok thanks for the info
DSPGraph is a new audio rendering/mixing engine built on top of Unity's C# Job System. It's completely extensible in C# and can be used with the Burst Compil...
Hey guys, had anybody have any success with custom speech recognition (especially on mobile)? This looks promising https://github.com/dimixar/unity3DPocketSphinx-android-lib
Can anyone help me with 3d sound in Unity?
I believe I have everything set up correctly, followed the guides and it doesn't work. Its dead silent
You want the sound to only travel for 1m?
I want a low sound on a static object and when I walk away from that source it gets lower and eventually silent
The .1 and 1 are test values, its a small room but I should not hear it on the other side of the room
You may want to set it to something larger so you can test whether it's working or not
I set it to 1 to 50 and its silent the whole time
Is 2D audio working?
Yes, I can set it to 2d and hear it always
I checked the profiler and it is showing audio is being played
Just in case, check to make sure there's only one audio listener in the scene
Got it fixed, audio listener was way too far. Thanks!
Usually you should put AudioListener on the camera
I did. but my camera was 3 stories up. So I moved it to my character
Hey, anyone using fmod and can give me some help with audio latency?
everybody using unity is using fmod
does anyone use the "Master Audio" asset?
im working on a survival game and i want a script that plays random sound in random duration can someone help me please?
how do you get sound latency in webgl to be under 10ms?
Check it out: I directed and produced this music video for a Spanish rapper friend
Called Mr.Huma
Producido por RioRock (https://instagram.com/1riorock) Diseño Visual y Editaje por MabsArts (https://instagram.com/antoniomabs) Asistencia Tecnica HF Films (...
@stuck frost this might help you get started:
Create New Script. Write Two New Variables for AudioSource and AudioClip. Cache AudioSource. Write a Function to Play Random Sound using Random.Range Functio...
Thanks
🤙🤙
Can anyone do some chill music for a game?
@wooden obsidian try this video and program out 👌
In this video we'll make a small soundtrack using Bosca Ceoil. ● Download Bosca Ceoil: http://boscaceoil.net/ ♥ Support Brackeys on Patreon: http://patreon.c...
Hi ! How can i simply stop a sound after a few seconds ? i've looked on the internet but couldn't find the proper answer...
thanks !!
@half whale
If(timeLapsed >= time){
AudioSource.Stop()?}
time = time +deltatime
Thansk a lot i'll try that !
Hello Everyone, forgive me if this is the incorrect place for this topic, but does anyone have a good trusted source of where to purchase game sound effects from?
to preface I am a solo indie game dev with very small pocket book to work with xD
well a good starting point are websites like freesounds.org, where you can download sounds and then edit them to suit your needs
or you can purchase sound packs from for example Asset Store
Thanks again i forgot you could get sound from the asset store! @dusk tendon
(Also posted in VR channel...)
I'm running into this issue with rift microphone where after a few seconds of me singing continuously into it, it dampens the input volume significantly. I've run into this before when doing a UE4 project, and wasn't able to solve it then , but now am trying a similar idea with Unity and really want to figure it out once and for all. Has anyone else run into this and found a solution? It's driving me crazy. All I want to do is sing or chant into the mic continuously and then use that to drive cool effects like vfx graph etc. And just get a good recording without my voice suddenly disappearing. It's not a problem with Unity or UE4 specifically, or any program it seems (for example when recording steady vocals or any constant sound past certain loudness threshold waveform gets dampened in audacity, default windows recording program, ableton, etc...)- seems like its potentially something happening with lower level drivers either with windows OS or oculus, but it's driving me a bit crazy. I'd be so, so grateful if anyone had a fix.
@winter grove i dont have a fix but I'll DM you a link to the page of my asset if you don't mind
should have dl links to demo builds - I'd be curious to see how it behaves
(lmk here or in messages)
awesome! Yea id love that.
Will give it a try tonight when im back at home with rift.
so do you not have that problem? Even knowing whether other people have issue or not and what kind of PC they have would be helpful
im hearing it here for the first time tbh - maybe it's indeed some very proactive driver dampening or smh
ok i'll dm you the links
Is there anyone who's using Wwise?
Hi guys! I am just about to implement some music to my game.
Any idea about the loudness?
That's a really general question
It all depends on the sounds of the game, the situation, the loudness of the music itself, etc..
The "mainMusicLoop" in LUFS.
I squashed first pretty hard and it was way too much. I think I have now solid levels.
is there a way to make a reverb zone an actual area instead of just a radius? because in my game multiple reverb zones are kinda bleeding into eatchother
nevermind i coded my own solution
@steep delta What did you come up with?
its a verry simple system it just changes the preset of a reverb area that constantly follows the player whenever you enter a trigger
if you want to use this make shure you tweak this file to get the reverb controller from the right game object
here is how a reverb area works
Okay, thanks for the answer
np
Hey, has anyone around ever hired a voice actor?
@ancient fern I know a couple personally, but I would say if this is for a hobby project, it can get very expensive. There are sites online so you basically can chat and give them a line, they record it and the session is over though.
www.fiverr.com is pretty good.
if its a hobby project just ask your freinds to do some lines for you
@steep delta @lean kiln If it were for a hobby project I'd just ask my friends. I do plan on selling the results but at the same time I don't have a lot of money to burn.
What is a good and free editor to make music and soundeffects?
I'm trying to send midi data from midi controller simultaneously to ableton and unity, but whichever app I open first takes exclusive control of midi device and wont let other program receive the midi data. Has anyone tried doing this before/ can recommend potential solutions or workarounds? (I'm running windows)
Vocals by Virus Syndicate, DM me if you think you could bring this next level or an intro/outro
Looking for a partner. DM me.
@winter grove you can use something like loopMIDI to "split" the input to multiple virtual midi ports
Thanks @light hamlet- I actually tried that yesterday and loopbe as well- and was able to send midi from engine to ableton, but wasnt able to get ableton to send midi out over virtual port. Thats more a question for ableton ppl though
I'm grateful to be able to have more opportunities to do more 16-bit stuff lately. Emoted a LOT of Nobuo Uematsu and Motoi Sakuraba in this WIP
@summer light Hmm ... what does "normally" entail?
Because there's no perfect way to skin the proverbial cat when it comes to doing audio for a game. It all depends on what fits with your aesthetic and the fidelity the game is going for.
Well like just recording sounds and making few changes, without using intensive effects or making it sound retro-y
It depends on the style of your game
can anyone recommend me few discord servers where musicians hang out ? ( DM me plz )
looking to chat with some cyber punk / tech noir / dark techno / electro , composers for an upcoming game
I'd like to get an invite too
Do you have any tips for a noob on creating game music and soundeffects from scratch?
Is there anyone who switched from Resonance Audio to Steam Audio? If yes, why?
@rich fable What software do you use to make your audio?
@stuck frost Cubase, mainly! For chiptune stuff I'll use Famitracker or renoise, but lately I've been trying to keep everything inside the same DAW to streamline things
Thank you 😄
hi anyone knows a good site to get music for your game? i only know opengameart is there another?
mosto f the sites i found are either royalty free music or music that you need to credit
Music doesn't grow on trees, so either get royalty free music, credit the artists, or invest time in learning the craft yourself
whats the easiest software to make music? i never made music before
It's not really about the software
but many people go with Fruity Loops
it's more about what you can do with that specific DAW
ThePCJakub is right, it's not about the software. Just get one and try stuff out : )
this is cool to learn some concepts you find in a lot of software
I think it's better to start with some music composition basics, then you just need to adapt to a specific DAW
dose anyone know where i can get some free audio files from?
thank you
can anyone tell me what the "Use Other Object" checkbox does on an Ak Ambient Script? (wwise). Its not mentioned in the documentation, and I'm newly testing out Wwise
My guess is it would check for those triggers on a different object... but when you check the box it doesn't like... let you assign what the other object is 🤔
(if so please @hearty stirrup me, thanks guys!)
but at the same time, humble TOS states:
The Service is only for sales of products or product rights (collectively, "Products") to end user customers for their personal, non-commercial use.
license for assets included in this particular sale are covered by terms of gamedevmarket store: https://static.gamedevmarket.net/terms-conditions/#pro-licence @misty flicker
so they are perfectly fine for commercial use
it's similar as it was for unity humble sale where UAS terms were applied to bought asset, not humble store's
the asset themselves are not hugely great but worth few ambience sfx for me (music is especially not great, as it happens usually)
@whole pewter they state that on asset downloads on some file?
because I see zero mention on the humble page itself
and yeah, I couldn't care less of the voice overs or music itself, that's totally worthless for me, but you can't ask much for 25 bucks 😄
ah, now I see it 🙂
Hi, is there a software like Adobe Lightroom but for Sounds/Music? I need to Manage all my sound resources.
Try a sample manager like resonic pro or soundminer, there are a lot of software like that
Thanks
@green roost I'm trying Resound Player and it's amazing, thanks.
most of the proper ones are crazy expensive
I could use a generic game asset library tool
like for managing models, materials/textures, soundfx, music etc
It's been awhile since I did any audio, so is it still considered best practice to take short sound effect files and convert them from mp3 to something uncompressed to avoid delays when playing them?
Bookmarked. Thank ye!!!
Hello, as part of a student project we want to give a short interview on Discord to a sound designer anchored in the field, if this is the case for you and you are interested let us know!!!!
Moreover, if you are not a sound designer but you know one in the business, don't hesitate to tell us.
Here's a sample or 2 of some tracks I've been playing around with. They're still WIP and nowhere near final mix. But I'd be willing to consider doing some collaboration
oh, seems discord hates me. download to play
I don't want to take much of your time (you => kind reader of this post), but I need help. I'm looking for a composer that is able to make a song with lyrics and with rock+electronic, with some budget, for a stylized 3d game. Where can I find a composer? I hope someone can share web pages or discords (or other) that I can use to find them, or if someone here is interested that would be even better
start with "composer" when looking for it :]
sorry, english is second language for me
btw asset store publishers selling audio tracks are usually available for this kind of work - so i'd browse for them there too ::
Can we mix FMOD and built in sound engine?
like use FMOD for music dynamics and built-in for SFX?
I'm aware of the performance impact, but I'm still not sure if mixing them is possible...
you're not sure it's possible ? based on what ?
FWIW the built-in sound engine is FMOD
and yes you can import and use FMOD Studio Integration and have FMOD project running alongside Unity FMOD quite seamlessly
oh, you can't mix them as in audio mixing, of course, but you can play them together which is what usually people want anyway
is anyone free to help me out with an issue im having with footsteps?
Why don't you post your problem, if anyone can help you will get a reply
Hey, I am trying to loop audio, but theres this little latency in it which is bad because im making a rythm game
How do i fix this
And I think theres a better way to do a rythm game
You only notice it once you are 1.30 minutes in
and it only gets worse from there
Everything is exactly 7.5 seconds
idk how its not doing it's job
Hello, Im trying to get a audio sound to play when my player collects a gem but if I input the code directly onto my player script, the place that registers and then destroys the gem, the background audioSource stop. can anyone help?
hi guys, I'm looking to create an electric sound effect like the one many superheroes have in movies, or even just electric things in movies like electric rooms.
Anyone got any guides/tips/directions for something like that?
@last lily What do you mean
Deleting the audio will stop it
that's logical right?
@sturdy shore check if this helps https://johnleonardfrench.com/articles/ultimate-guide-to-playscheduled-in-unity/
@sturdy shore i can't see what has to be in sync. can you explain it in short words?
@last lily without looking at the code from this script...it's not possible to tell what's wrong.
Ive figured it out, thanks for offering to help though
wheres a good place to find free sound effects and music for 2d games
thank you kind sir
Hard to tell
From what I see the game has no specific style
It rather looks like a prototype
I don't think you should be doing music at this stage of the project
Can I create adaptive music in Unity without middleware? Any article/video/book in this subject?
Thank you!
Yes, but why would you? 🤔
To make it react to what's happening in the game, I reckon
I'm sure it's possible, but there's so many great libraries out there for generative music that it would be a major drawback.
Unity does have support for mod files, and generating the data in c# shouldn't be too hard (see: https://blogs.unity3d.com/2010/06/29/mod-in-unity/ )
I don't think he was asking about generative stuff, but just classic adaptive techniques, i.e. vertical re-orchestration, horizontal re-sequencing, parallel composing... sure you can do that in unity, but why would you when you have FMOD
Oh, yeah, that would be a lot simpler to implement
hello what do you use to make sounds (software)
I always thought going out with my recorder and batteries and a microphone
Hello!
How can I make soundtrack for my game? I think the music play in background when you play with the game. What can I use? I want to my music style is be electrical music or I don't know what i talking about.
Thanks for help!
Questions about using freesound.org, when I am writing the credit do I only write the username only or do I have to mention freesound.org too?
@opaque zodiac depending on a license you'll also need a clickable link to resource iirc besides asset & author name
@digital vale you need a sequencer software like bitwig, ableton, fl studio, studio one or reason etc. and a lot of experience in audio mixing or just buy a soundtrack from a website like audiojungle, premiumbeats etc.
Okay not sure if am missing something but when a sound effect plays there is a very audio sound when the audio stops. I thought maybe it was in the audio so I went in and added a fade out to the end but no that did not fix it. The sound is that of like say the speakers cutting off
Anyway to fix this
i have a 2d sandbox game somewhat similar to terraria, how could i create music for my game? (I have little experience working with sound)
I got a question. I have been looking at forums all over the place for this with little success. Long story short, some of the tracks i created for my game have this weird pause before the loop starts again. It does not do this for the main menu though. only for the music when you are playing. Any ideas?
If the pause isn't in the file itself, then you are probably importing mp3 files. Always import .wav files and compress them in the editor if needed.
Yeah, if you're looping an MP3 file there's always going to be a pause
@worldly quiver: MP3 is the audio channel of mpeg1, so basically a video format. And video is based on frames. So when your audio not ends exactly on 1/24 of a second (24 frames per second), you get that pause at the end of your track.
I don't know if it's necessary that it ends to a full second.
mp3 is not a video format and it has nothing to do with video frames. It's just about how the mp3 encoders work: https://lame.sourceforge.io/tech-FAQ.txt
mp3 = mpeg 1 layer 3
It's the audio layer of a video format
It has been extracted to work standalone as audio format. But it still works with frames as packet size
it's not always good to confuse frames with pictures
Has anyone ever played Rayman Legends? I'm trying to understand how they synced music with game events, but can't seem to find explanations anywhere
i used wav file
it still might not be a wav file if you downloaded it ‘from the Internet’ despite it having wav extension
nd secondly: is the file being played ‘in the menu’ and ‘in the game’ the same file?
@odd goblet search for John Leonard French, he has some articles and even assets on that
I need help
I don't know why but
My audiosource isn't playing
The code to play it. It's in an if statement. All the if statement conditions are true, I examined carefully. So it would have to run, right? But it's not. I get no errors too so I don't know what to fix.
by "examined carefully" does that mean you used a breakpoint, or logged to the console, or that you're just guessing?
Figired it out.
@odd goblet if you mean the process overall, most games that sync music with events, etc. are made using FMOD or Wwise as they're built for adaptive music so you'd probably want to check them out.
Anyone know a good keyphrase to search SFX for a small burst of rocket?
I am using it for a jet game where it boost only for a short time
under 1 second
Hello!!I need some help with some audio related things for my project. I am trying to have the music change when the player moves into a building(the outside has a different music playing and my intention is to have it switch while entering a new area),I'm new to this and would appreciate any help I can get with this!
anybody know how to use fmod with git?
Graci. Last Fmod question, is there some sort of equivalent to audiosettings.dspTime in the FMOD API?
the dsp clock seems to always be at 0 whenever I call that function
be sure to always check return value s from API calls and that this is called on right ( e.g. master ) channel
So if I'm trying to get the dsp clock from an event, is it not correct to just get the reference to the channel group from that event instance, then get the dsp clock from that channel group?
Hey I'd like to make some kind of gun shot sound effect, is there any tool useful to do this?
a microphone ?
Heh; I don't know the answer to this beyond a mic, but there are plenty of sound effect tools out there, and gunshots are certainly something there's no dearth of free versions of.
A bit of pitch change, and echo or other effects added in your tool of choice will make it unique enough. But there's a lot of tools...
I'm in search of a simple Jump and Land sound effect for my first person platformer, any help?
camera has an audio listener and the crate there has an audiosource with an audio asset
the crate also plays when awake
yet there is no sound, any thoughts?
a restart fixed it, nevermind
whats the best audio library?
Probably this one https://www.thelooploft.com/products/flutes-of-fire
no price is too high for secluded sounds of fire victor himself
"The Dark era led by Lord of the Darkness with its Orc army has long ruled this world and no one can defeat it."
It could be used for Movie, Game with a genre Action, Fantasy. We provide services including BGM, Sound Effects, Voice Actors such as on this video, as well as in...
Hi there. I am suddenly having an issue wherein Unity seems to be drawing out one particular sound effect, no matter which clip I put into it, during gametime.
In the inspector, no problem. Sounds as it should.
Run the game, this sound, and only this sound, drags out at like 3 times its recorded length.
I've changed the clip 4 times, and it still happens.
I pulled the playback command out of the CoRoutine it was in and into a standard Method ... still happens.
I run every sound through an AudioManager script, but all other sounds are normal. Only this one call to play is wrong.
So, what do you all think?
we think that you can shift+del on AudioManager script
@whole pewter - Unfortunately, no. Playing the sound through an AudioSource instead of the AudioManager did not change the result. The sound is still put through a stretching delay of some sort. I still love your sense of humor, though. Shift+Del ... hilarious.
It must be something in the script where the Play() is being called, but I can't find it. I forgot to uncheck "Play On Awake" when I tested it, and the initial sound played normally. But when accessed through code ... weird stretchy thing.
something ('the play script') might be changing e.g. pitch of the audiosource, or applies/adds an effect, or routes audiosource to a mixer group with an effect
since
this sound, and only this sound
and
no matter which clip I put into it
it's being applied on gameobject/audiosource
it can be hillarious, yes
@whole pewter : Hey, update. I put a Debug.Log() into the code and it turns out that the bloody sound is being played 208 times! I just need to go fix that. It has to do with the timing of being tested for during update, then not being stopped right away. I'll find it. At least it's not some freaky audio bug. Thanks for giving it some thought. 😃
Not a Unity question, but would you all suggest I install Wwise and FMOD onto my small SSD boot drive? What about project files?
I have a larger HDD where I would like to put everything if it doesn't make much of a difference. Is there a noticeable change in performance if I put Wwise on my SSD?
Depends on the amount of audio files you have. Wwise itself is probably still fast but it might freeze a bit if you have to load a lot of samples at once.
Does that mean I should put the samples/project files in the SSD?
Yes, or where ever the Original folder resides. That would make it faster since most downtime is from having to load your samples if you have a lot.
The original folder is the folder with all the samples for the project, so that one would be good to have on a SSD
That's fair, thanks a lot! I could just move projects to my HDD once I'm done with them.
If I'm going to be using wwise with unity, which deployment platforms do I need to install? I'm assuming I need macOS and Windows otherwise it won't work?
how do i change the back round song in the karting micro game?
I asked similar in #↕️┃editor-extensions but, anyone have any favorite tools for adding audio to specific frames of animations? the builtin editor in the animation import area is pretty barebones, and the new Timeline feature seems like it's more for cutscenes, less for specific animations. I'm specifically trying to preview playback in the editor. I'm using WWise but, it's more a Unity workflow thing so if there's something that works well for built-in Unity audio, I can likely adapt it. Looking around the asset store didn't really much promising. appreciate any info or leads, thanks!
who's idea was it to implement millibels insdead of decibels in Unity?
I'm guessing it was the same guy that chose that nonsensical order for Mixer's SFX Reverb
this was an interesting article from a year back – does anyone know if it'll come into production any release soon? (or what it's status is?) https://connect.unity.com/p/unified-physically-based-audio-rendering-and-the-future-of-audio-in-games
@unkempt trail it's just a proposal by a random internet dude - it has nothing to do with the stuff in engine itself
the components and systems breakdown is nice though
@whole pewter ah, odd, I thought he was on the team or contributing! thanks for the clarity
I guess the screenshots and examples are mock ups? and not prototypes?
there’s no active responses on the discussion for it, so maybe a lead balloon but it seemed like a really good approach to standardising that type of rendering in the engine
Hey, you guys know a video or series that can teach me the best way to learn making music for my games?
I got one problem in unity, i have a game and when you click the screen somewhere, a cube moves upwards.. I have a short audio that is played right when the screen is pressed but If i spam the screen so the audio is replayed really fast, I can hear some clicking sounds in the audio.. I don't want that and I don't know how to remove them, anyone know?
Well. There are two options i can think of. First . Do not restart the sound if its already playing. If you cannot do that. Play the same sound in addition to the first one. But track how many sounds you are playing concurrently. Depending on you sound file you may stop spawning new sounds at a certain point (for example 5) until other ones stopped playing . In pother words try to pool your sounds...
Someone have as an idea why my character does this?
After i jump the first platform it won’t do it anymore, but i cannot fall between the platforms anymore
sorry wrong sub
Any saxophone players in here? I'm looking to commission a short melodic line for a song 🎷
DM me please if you do weee
if anyone needs ambient/electronic audio stuff for their game, hit me up. sample: https://abysmal.bandcamp.com/track/botwa
Anyone know where to get atmospheric thinge mo jiggers for level music?
@unreal stump as in? You're looking for a VST or something?
@unreal stump paulstretch in audacity might do what you want
Need custom music / sounds / hit me up
any suggest on where to get nice sound effects?
I'm in search for a "long breath" sfx to match with my white fade out
please help, I'm a sfx newbie
I've known a few users get audio from the Asset Store with relatively success
There's a whole section here: https://assetstore.unity.com/audio
@pale ice Yes, a VST or something.
@unreal stump are you thinking you want a VST that has an atmospheric synth or something?
these might be helpful to you https://hiphopmakers.com/free-ambient-vst-plugins-best-ambient-vst-instruments
not sure if i mentioned, but i write elec / ambient stuff, feel free to hit me up if you want some custom sounds https://abysmal.bandcamp.com
i'm having some problems with the fmod unity integration
the sound volume seems to go up and down at random
any ideas?
That isn't normal. Any example to reproduce?
it seems like the volume of the sound emitter is glitching when the pitch changes really quickly
@torn thorn I'll hit you up if need be, but I'm mostly planning on doing everything my self. Also! Thanks! I shall install these sexy VST's in cakewalk. Also! If you need anything, well~ in 3 months my drawing skills and programming skills might be of use to you.
👍 !
In this game, I want to create code that increases the volume of music the closer you are to the source of the music. I am not doing actual distance because no matter how far away they are, I want you to progressively hear the sound the closer you get. a FMOD parameter has to have a range between two numbers, so the easy option is to determine the starting distance and make that the range's highest value. However, idk the start distance between the player and the endpoint ahead of time. So I need a way to convert the distance into a value that will scale down at the same rate as the distance, and will be 0 when the distance is 0
Can't you use the in built distance parameter?
Could raycasting work with t his>
When I try to type [FMODUnity.EventRef] in visual studio, it wont detect the namespace FMODUnity
Anyone know a fix? I cant do anything with FMOD
Can somebody find me some good audio or make one that fits a cube based game?
Reinstall the integration, see if you have any console errors that are blocking the compilation process
In unreal engine i believe the engine just had to get bank files from fmod to get sounds to work. In unity however, it seems like you need the entire fmod project. Is there a way for unity to just have to read the FMOD banks?
A google search answered my question, looks like both are possible 🙂
What's a good application for making my own audio?
sfx3 Dani uses, @valid turtle
Well i meant more like a theme song
google it
Hey all, so in my game the gun that you use is an AK-47 rifle and I want it to have a rapid fire sound effect whenever the player shoots. I have a script for this and a sound effect, but when I fire it doesn't sound like full auto rifle fire. It is just the audio clip repeating over and over again, sounding almost like burst fire. How do I make it so the effect can emulate full auto fire?
Script attatched below.
public class Gun : MonoBehaviour {
public float damage = 10f;
public float range = 100f;
public GameObject impactEffect;
public float fireRate = 15f;
public Camera fpsCam;
public ParticleSystem muzzleFlash;
private float nextTimeToFire = 0f;
bool didFire;
private AudioSource mAudioSrc;
// Update is called once per frame
void Update() {
if (Input.GetButton("Fire1"))
{
if (nextTimeToFire <= 0.5f)
{
nextTimeToFire += Time.deltaTime;
if (!didFire)
{
Shoot();
mAudioSrc.Play();
didFire = true;
}
}
else
{
didFire = false;
nextTimeToFire = 0;
}
}
else
{
didFire = false;
nextTimeToFire = 0;
}
}
void Start()
{
mAudioSrc = GetComponent<AudioSource>();
}
void Shoot ()
{
muzzleFlash.Play();
RaycastHit hit;
if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))
{
Debug.Log(hit.transform.name);
Target target = hit.transform.GetComponent<Target>();
if (target != null)
{
target.TakeDamage(damage);
}
GameObject impactGO = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal));
Destroy(impactGO, 2f);
}
}
}
Anyone tried Unity Recorder? When i record, it mutes audio. Although the result captures audio fine, i need to hear sounds when recording...
You need an audio listener.
Is there a way to visualize the audio I have on a scene so I may make adjustments to animation in timing to a rhythm?
⭐ Looking for one Composer to help us finish a Action Role playing game project.
The foundation of the work is finish and built. Just need a bit more work and polishing and. Very very promising project with great
potential. It will be worth your while. DM me for much more info. ! ! ⭐ Rev Share (genre : fantasy , medieval)
Any thoughts as to why this audio clip is getting cut off?
Here's the code I used to trigger the event
@pastel hawk Calling AudioSource.Play will play the audio from the beginning again which causes the cut off I would recommend using PlayOneShot
https://docs.unity3d.com/ScriptReference/AudioSource.PlayOneShot.html
You're my hero @long veldt
Hay, all game developers who seek musics, like some epic emotional ones,... i just made this track and.., well , i set it for "free" to be able to download ... its totally ok if u used it on any project
https://soundcloud.com/saeed_barari/theherodied
Listen to TheHEROdied [FL mobile] emotional music by Saeed Barari #np on #SoundCloud
Hi, I'm a game composer looking for a paid work.
I can make songs and background music in almost any genre you'd like. Chiptune, 8bit, rock, ambient, jazz, you name it.
You can listen to my stuff here: https://soundcloud.com/krendelusic
Hit me up in DMs if you're interested.
⭐ Looking for one Music Composer to help us finish a Action Role playing game project.
The foundation of the work is finish and built. Just need a bit more work and polishing and. Very very promising project with great
potential. It will be worth your while. DM me for much more info. ! ! ⭐ Rev Share (genre : fantasy , medieval)
Question about 3D sounds in FMOD + Unity:
Does the sound stop automatically if they are too far to be heard from the listener (aka player) or is that something I need to handle myself (with a trigger collider larger than the max distance)?
DAWs
LMMS https://lmms.io/
ardour https://ardour.org/
cakewalk https://www.bandlab.com/products/cakewalk
waveform https://www.tracktion.com/products/waveform-free
garageband https://www.apple.com/mac/garageband/
reaper https://www.reaper.fm/
fruity loops https://www.image-line.com/
ableton https://www.ableton.com/en/live/
bosca ceoil https://boscaceoil.net/
Wave/SFX
Audacity https://www.audacityteam.org/
sfxr http://sfxr.me/, https://github.com/zeh/usfxr
Trackers
OpenMPT https://openmpt.org/
Chiptone https://sfbgames.itch.io/chiptone
LabChirp https://labbed.itch.io/labchirp
Renoise https://www.renoise.com/
pixitracker https://warmplace.ru/soft/pixitracker/
Signal boosting this in case any of yall have run into something like it: https://forum.unity.com/threads/steam-remote-play-vr-and-multiple-audio-output-devices.827397/
@harsh jacinth you will have to filter out needed signal before it enters Steam Remote Play Together most likely
(but I never worked with Steam Remote Play Together, nor I know what it is exactly)
[ the developer mentioned in the post had a dental appointment today so will probably not be entirely sane for a half a day or so ]
I'm on pacific time, so hopefully the developer's dental work when well @whole pewter
I've updated the post with this info about remote play:
For reference, Steam Remote Play Together is a service offered by Steam that allows users to play local multiplayer games together remotely. It achieves this by streaming the host's video/audio to the other players, whose input is sent over the network (it works like lockstep multiplayer in that fashion).
I'm guessing it sends all audio originating from the game process over the network
I was wondering if anybody here used Fmod in Unity and could tell me how to destroy the duplicates created when I reorganized the project. I just created folders and moved events to be more structured but now there's two events showing up in the game. The old ones in the same location they were in, and the new ones.
Nevermind deleted the cache and solved it
Do you use multiple AudioSource components on an object or have one and swap the audio clip in and out?
yes
Here's a fun bug. I can't setfloat on some mixer channels... in builds. in editor it works fine, and some channels/effects get set correctly, but a few just don't work.
Any bright ideas how i could go about debugging this?
^ there was problem with this when it was being set in Awake I think - but otherwise not sure; (by channels you surely mean mixer groups)
yes, mixer group, sorry
and yes, i've found that awake bug when searching to see if anyone else has a similar issue. this is definitely mid game though, not on awake
well I would try to isolate it first to determine if it's just one or more specific parameter/s - it should be working otherwise
and maybe if you're trying to set them all at once in a single update it might be a problem
yeah, i've created new channels and it's not working on those. created a new mixer and it's not working on anything on that either
i'm just isolating the calls to make sure it's not something like too many happening at once
and i've tried to create a small test project, but so far no luck in reproducing it there
and of course, every test takes forever because it only happens in builds
Do you use multiple
AudioSourcecomponents on an object or have one and swap the audio clip in and out?
To rephrase above:
Is it better practice to have one AudioSource on an object and switch out the AudioClips, or to have an AudioSource for each clip?
Thread on my issue if anyone has any bright ideas https://forum.unity.com/threads/setfloat-broken-for-new-exposed-parameters.828972/
Hey folks,
Related to my thread the other day (https://forum.unity.com/threads/unmute-mute-mixer-group-api.828210/), I started to implement setting...
you didn’t mention it’s an old 4.x project - revert to last working version , delete Library folder, let it open and import in new version and reserialize all assets / I’ll post editor reserialization script in a while /
it’s also good practice to upgrade incrementally between versions (at least LTSs)
(so not directly from 4.x/5.x to e.g. 2019.x)
asset database reserialization editor script: https://gist.github.com/r618/12ac52bbb5ecdb70ffee4bfe93683b89
ohhh, no, it started as a 4.6 and has been slowly updated over 6 years
i've isolated it enough where it works now, so must be my code somewhere
yea that was kind of the worst scenario I considered - in any case it's healthy to upgrade from version to next following version ideally when upgrading a project
Ok, I think it's assetbundles
yup, assetbundles are the culprit. seems the reference to the mixer group gets lost? I've got something working in builds, but loading via assetbundles in the editor, the mixer gets messed up!?
it's possible (never used a mixer from an assetbundle)
i'm not even sure it's supposed to be working but probably yes since it loaded in previous version yes ?
that was before I implemented assetbundles, i apparently just didnt notice it had broken for months
hello guys im starting from scatch and i need help with movement
i use visual studio 2017 latest version
pls help with script
so music works because the scene the audio manager/music audio source is in is not in an assetbundle, but a lot of my sfx are on objects in scenes loaded from ab's. those audiosources reference the same mixer, but when loaded from the bundle, the mixer auto-added to the bundle gets loaded and they use that instead. simply adding the mixer to a common ab and loading it when i bootstrap the game fixes the issue
ISNT THIS SERVER SUPPOSED TO HELP!!
good luck with that attitude, @stuck frost 😉
NO i am literally nice to everyone but yesterday someone just told me my coding is trash and messy
😦
and nobody answrs
see?
@stuck frost of you ask a specific question we might be able to help. But “i need help with movement” isnt a lot to go on im afraid
already gt help
Also, just realised, asking for movement code in the audio channel 😅
If you still need help them the #💻┃unity-talk or #💻┃code-beginner channels would be able to help you out more 👍
AudioClip.SetData https://docs.unity3d.com/ScriptReference/AudioClip.SetData.html
you want to say I didn't understand your question mate, yes ?
you can use clip with streaming PCM data via clip's PCM callback
or feed data directly from OnAudioFilterRead
those are very relevant pointers I gave you I won't code it for you
you can ask questions though
ok
no, they are called periodically on mixer timer
if you say so 🙂
magic )
no
👍
@dreamy arrow can you update the forum post as solved ? - as usual people are starting to gather with /probably/ unrelated issues - %
ah yes, will do 🙂
if anyone has some time i have a few questions about audio in unity hmu
I think you're better off just asking them 🙂
true, but im not sure who to ask
oh also i what i actually need help with is editing unity3d audio files
sounds dope
you'd be able to do that in any audio file editor that exists right
I have an issue where FMOD hates every single audioclip I upload into an assetbundle
and I am cursed by this
nah i meant editing someone elses audio file
tl:dr im trying to put my own audio into a game that i have
So what's the recommended API to open an audio file from your hard drive and play it (ex: user-placed in the streaming assets folder)? UnityWebRequestMultimedia.GetAudioClip()? Also, did Unity ever add MP3 support for standalone now that it's public domain?
yes
no
you're welcome 😉
thinking about it i've never tested standalone mp3 support in latest, but shouldn't be that hard should it -
https://twitter.com/d7ka/status/1229510907446861824?s=20 im looking for music for the first level, would anyone know where i could download something that would fit?
Anyone know where I can find a good selection of VTS instruments? Free and paid?
@stuck frost im sure some people have free to use (if you dont make profit from product) music on youtube and have links to their bandcamps where you can download their instrumentals
is there a way to fade in / out a oneshot?
not directly
you can either code it manually or use mixer snapshot transition possibly
yea i meant using code
sorry for not being specific enough
but, can you code every oneshot individually?
or are you affecting the source component?
@foggy tulip you'd have to automate volume on the AudioSource yes
yea.. probably easiest is to reserve separate audiosource just for this
you can have handful in the scene - so not tens/hundreds, but up to say 10 audiosources running are not a problem
alright
I have a question. How do you orchestrate a hum? I'm trying to come up with a hum for my character to sing but it'll be a little hard to tell my voice actor the melody
What do you mean orchestrate it?
Like figure out the melody and how to relay it to my VA so she knows how to do it @soft narwhal
Can we have just a moment to enjoy these tones
Uh
@stuck frost
I would just say like
Make the song in like
A music program or something
If you mean just so you can show her the tune
Can someone give me suggests on a good music program for on mobile
Free
Si
Well if you want good, free music makers
I would honestly just recommend to keep using that
Is there a simple way to put my audio clips that are played from a script into a mixer
Can we have just a moment to enjoy these tones
@wheat oyster that would sound great in my game...
@simple sierra if you're looking to commission music feel free to PM me! At the very least I'm always happy to chat.
Listen to HeavinessOftheGUILT by Saeed Barari on #SoundCloud
https://soundcloud.com/saeed_barari/heavinessoftheguilt
Listen to HeavinessOftheGUILT [FLmobile] epic cinematic emotional dark by Saeed Barari #np on #SoundCloud
I set it free to download, so u guys can use any part of it in your games,
Can i ask some question to someone who knows much about GetSpectrumData and beyond?
Basically i already got a tone/pitch tracker, and its working great. I find "peaks", sort them by amplitude and save the index, then do the pitch tracking, and it detects 30 or so at any given time
It can detect the loudest frequency, but when there are supposed to be more than 1 "sound", the sound on the higher freq often gets overtaken. It's like low freqs causes many harmonics that cancels out actual "sound note" in the hi freqs
So, is detecting multiple notes not possible with just GetSpectrumData? Is it only meant to accurately detect the one loudest frequency?
And that sound's harmonics, if it's major enough, cancels other "distinct notes" that we humans can also notice?
Hello, does anybody know if there is a way to have Unity listening to your windows desktop audio? It is in order to play with the GetSpectrumData() and an equalizer I made and to avoid having to put each music I am listening to in my project so that I can have a look at its data quickly. Thanks
yes somebody knows DM me for demo if you want @deep lagoon
@feral geyser GetSpectrumData will give you 'only' fast fourier transform; there are better methods for human range signals ( https://en.wikipedia.org/wiki/Constant-Q_transform ) but i haven't looked for implementations
In mathematics and signal processing, the constant-Q transform transforms a data series to the frequency domain. It is related to the Fourier transform and very closely related to the complex Morlet wavelet transform.The transform can be thought of as a series of filters fk, l...
@whole pewter thanks. Uaaah, im so bad with figuring out how to implement formulas.. do u understand that? Why do i think its similar to pitch tracking, which is extracting from spectrum data?
it's similar to pitch tracking because it extracts frequencies from data (signal)
it's similar ( but not the same ) as FFT ( spectrum data )
i don't follow the math there )
Hmm...
So this is different than GetSpectrumData function?
I did read there that theres a formula that make use of the FFT first to also get some kind of CQT
It speaks about a logarithmic filter thats "wider" the higher octave its detecting
@whole pewter
Ok ok, wait wait.
I need to make sure u understand my problem tho.
I have a music track that starts with just 1 guitar finger picking. From spectrum and pitch tracking, im able to get the tone, octave, freq, number of halfsteps from an initial pitch, etc
But from the beginning of the track theres also a 2nd bass that comes in slowly in amplitude, and the bass seems to polute every frequency above its actualy freq, and thus makes the gitar (which has been playing in constant amp from the start) insignificant in amp compared to the bass's harmonics
I guess... im not sure what a CQT result looks like, so...
Maybe i should search more
yes its different and yes I understand ;0)
- the CQT is more attuned to human range of hearing so it shouldn't be suppressing higher frequency harmonics like standard FFT does
in other words you should be able to get high pitch tracking more reliably
but note that I don't have practical experience with this and detecting signal properties using just spectrum is notoriously hard problem
also I don't think it's possible to fully isolate (any) pitch with 100% accuracy using any method
^ if there are more than one instruments which bands overlap
Yeah. My best solution is ofcourse to separate each channel(instrument).
But the problem of in a single gitar, i play say a C3 and F#4 for a Cmajor7.
And they dont need to be at the same time. The F#4 is played rhythmically say in triplets and the C3 in 4ths, and itll still "weaken" the F#4 if the leftover of the C3 is still fading
I looked again at an FFT spectogram and yes it seems it can show the dominant pitch but cant do much else beyond that
Aaah i hope i can just find someones implementation, bcoz i dont understand it enough or have a vision of whats even a "proper" CQT.
Then I can convert to c#. But before i even start looking. I wonder what happens within a GetSpectrumData. When i saw that, i thought thats already pretty "raw", but i guess its a function that takes a raw audiodata in a timeslice, that comes in the form of....... byte array? Or?
yes it has a sliding window over the waveform (pcm data) with as many frequency bins as you specify each containing FFT result at that time
i'm not sure about implementation details but i think e.g. the windows can overlap (since unity main thread on which you read the results is not in sync with audio thread) - but this is not that important for final result
I think this is the right channel to place this, if not lemme know :D
I made a free sound generator, simmilar to BFXR, but improved in several ways.
https://wubs.itch.io/gmxr
generates/exports .wav files, either by using the presets, or fully defining your own sound
hows it compare with jxfr?
its simmilar to like, bfxr, although a bit simpler
@desert fossil that seems really cool, might use it for my game. This must've taken you lots of time to make so i appreicate it
❤️
@desert fossil Very cool!
does anyone know how to fix this small plop you get when at the end of a sound or when you connect multiple together?
There are 4 plops here
hi everyone i'm trying to make a good wind loop, it works seamlessly in premiere pro but no in unity.. does anyone know how to fix this ? thanks !
thanks PinballKitty
audio app i just made for my music https://sandstone-studios.itch.io/sandstones-music-showcase
@stuck frost Have you tried taking it into Adobe Audition or similar program and just manually removing it?
@tiny silo i have been using Audacity and if i cutoff the last part, i get this weird plop. Click removal seems to do nothing so i guess i'll try that
Sounds fake
@stuck frost it seems like your loop isnt seamless. You get this artifact because you cutoff the sound before it reaches a zero crossing. You can either make sure the sound correctly fade or make it as a seamless loop. https://www.youtube.com/watch?v=_tYXxUQcDXg
Learn how to seamlessly loop audio whether it's music, ambience, or sound effects. In the looping tutorial, I go over 3 different scenarios where it goes from best to worst case. You will also see how to loop audio after an intro soundtrack has been played for situations where...
@stuck frost I don't know if there's an equivalent in Audacity but I know in Audition you can use the spot healing and lasso tools to remove clicks and breaths. You can actually see the shape of the waveform when they occur and it's pretty noticable.
ok thanks
i downloaded audition, so ill try it now
it seems that there isn't any
Unity just kinda added it
Is it because the end isn't completely muted?
does anyone know how to
@surreal breach how to...?
you could use that for a background character
also i meant to ask something but i thought i hit backspace lmao @craggy cove
hehe
Has anyone used the Resonance Audio plugin and have ideas on how to best optimise it? Experiencing some drops in performance at room crossings.
This is not so directly related to Unity, but...
Has anyone had success plugging an audio mixer into multiple input device, with separated channel?
Or, for the purpose of getting separate channels of each instruments, what's a good way to do it? I'm thinking of getting some Y cable splitters, so the guitar would go into the mixer AND my laptop, and have like 3 separate channels into each usb port
There other option is an audio interface with enough channels for each instrument, connect that to PC.
Then from PC, mixed in Unity from each of the different channel with Microphone.Start().
Then the mixed result, send it out directly to speakers. There might be delay on the outgoing signal tho....?
Anyways, if you have experience with this then this question/asking for suggestion, would make sense. But if not, yeah... move along
Cheers
I have an interface that has enough inputs, so I do it that way. One issue with it, is at the time (a few years ago) Unity didn't recognise them as separate inputs. One interface, one input. So that sucked.
Our solution was to actually have everything going to Ableton, then Ableton communicated to Unity by spitting out OSC strings. Unity could interpret that as different channels and act accordingly.
@proper salmon
at the time (a few years ago) Unity didn't recognise them as separate inputs
As long as they show up in windows as separate device, it means Unity detects each of them as options right?
My (broken) MAudio FastTrack Ultra got detected as separate channel.
But even with that, in a live situation, i wonder what's best to "split" before the mixer. But this is more general audio question..
Our solution was to actually have everything going to Ableton, then Ableton communicated to Unity by spitting out OSC strings. Unity could interpret that as different channels and act accordingly.
THIS! How to do this?
Actually, googled it and yeah gonna try it later. Might have more questions later tho
haha cool no worries!
Yeah so even though my interface has 8 channels, it would only go into Unity as 1 channel. Different device yes, but.. it's not liek I'm gonna plug in 8 audio interface one for each instrument LOL. But maybe it's different now!
In a live situation, everything was going into the mixer for live engineer and PA etc, then from that desk it was going to my interface and into my laptop, to be in Ableton. So I could also have recorded the whole concert too haha
Along with also being able to record the concert if we wanted, the other good thing about going to Ableton first was that I could clean up the audio a bit before it being sent to Unity. Like, putting a low pass on the Kick, so that the visual it was controlling didn't pick up anything else. Just little things like that, that meant the visuals were only picking up what I REALLY wanted them too haha
Yeah so even though my interface has 8 channels, it would only go into Unity as 1 channel
Maybe that's how it was back then. Yea i think i did read somewhere..
My PC detects multi channel from my MAudio(before it broke). Argh too bad it broke...
Microphone.Start(deviceName) now can route multiple device to separate audio source/audio clip. My PC audiovis can already take multi mic, but without a (physical) mixer in the picture. 1 instrument, 1 usb port.
then from that desk it was going to my interface and into my laptop
How does this work? How do you take from mixer to interface? The final stereo of the mixer to interface (but that would already be mixed), or is there a way the mixer outputs from each channel, into the interface separately?
This is the only question i got, about how to branch the cable or from the mixer or what... Wanna get a audio interface if it can work with a mixer this way
Yes, it was a large mixing desk, so separate channels out of the mixer and into the interface
So EACH channel in the mixer got a plug for the instruments to come in, and another plug for output?
Im really a newb when it comes to audio equipments. I only learned about the mixer/interface difference yesterday..
Sorry, just to confirm. This is an example small mixer (that i have), that only have an input for each channel, and no output for each. Only having a output for total. Right?
yeah that mixer doesn't have individual outputs, unless they're on the back?
Nope. Its a cheap, bismarck brand(unknown brand, unclear drivers, has usb output but outputs a single channel mixed stereo)
My friend got a Soundcraft Notepad, and hopefully i can try that out soon
Is there a really good free electric guitar plugin for FL Studio?
@small dagger They both sound pretty nice but you should increase the volume of the theme song or decrease the volume of finding home. I had to turn up my volume just to listen to the theme song at the same dB as the finding_home one
okay thanks!
Good evening folks! I'm looking for recommendations on software to use to easily browse local sound asset libraries. Similar to Soundly or Basehead, but as someone who isn't a audio engineer, the paid solutions are a little expensive for me right now. I have more than 2500 local assets, so Soundly's free plan doesn't cut it. Do you guys have any recommendations?
Hi everyone! So i'm new here happy to be part of the community. I'm new to audio design and implementation and i've just completed Viking Village Tutorial from Unity and FMOD. I wonder if someone can give me some feedback and things you think i might improve... I used my own records sounds (recorded with my smartphone) and also background music in order to improve sound design in that level over time. Thank you everyone!
https://www.youtube.com/watch?v=ZkJmNKnMW_c
🕹🎮🕹🎮This is Unity free level without any Sounds in the scene. I composed the music and recreated all sounds (winds, house party, footsteps,etc.) Also implemented them with FMOD middleware.
Thanks for watching!
----------------------------------------------------------------...
@lunar arrow maybe https://resonic.at/ ?
Thank you for the link @green roost. I came across Resonic in my research, but wasn't sold given that it looked like it has very limited search functionality. However, I'll give it a shot. 👍
Hey @eternal escarp, It's fine but I'd add more ambient noise to the environment, for example some kind of moderate wind or a quiet smooth white / brown noise, but not anything attention seeking more like something that adds up to the other sound effects. Also it seems to me that the music is too loud, I don't think the music should have that much focus in that kind of a scene.
This is just my feedback 😄
@dusk tendon thanks for the feedback! Since it's a tutorial level it's open to lot of modifications over time! Time to improve the scene. 😋
Do you guys cast voices after your game is complete or nearing completion?
Depends on the game. I am working on a game that really relies on having recorded voices, for a lot of pacing cues as scenes play out. So we have had a few rounds of VO recording
i wanna learn how to make some punch-you-in-the-gut, "look at what you've done" kinda music. Any tips or learning resources?
so ..umm without music instrument knowledge...how people do game ost actually 0-0
Devs just use off the shelf stuff or hire someone who does know. 😛
Virtual instruments sound pretty decent
Probably cheaper to hire someone than buying all those addons 😄
I have a question how do I add sounds to my game. Like a guess an owl sound or footsteps.
@ me when you see this
how do uplad a song into unity so i can use it in my game
@proper salmon or anyone else?
So im finally trying a friend's ableton. Having completely new to OSC, first question is, well, which one is the right one?
https://unitylist.com/p/n2h/Ableton-Osc
https://assetstore.unity.com/packages/tools/input-management/extosc-open-sound-control-72005
I dont even know what OSC is.. Anything external dll/drivers (basically anything non Unity..), i'm super dumb.
To recap, i'm trying to capture multi channel from real audio mixer.
Hopefully it can translate to multiple Microphone.Start(deviceName) AudioSource/clips.
Ideally it comes as SpectrumData (float array)
{
AudioSource.PlayClipAtPoint(clip, gameObject.transform.position);
Destroy(gameObject);
}```
Any idea why this doesn't seem to play noise? I have a clip inserted and the position is where the character
hey how do i make a radio in game where the futher you are away from it the quiter it gets with the song \
@potent ridge That are the basics of using audio in 3D space. You should check out some tutorials or guides on the Internet, each of these will help you understand how to manipulate with audio in Unity 3D. The main goal is to add the Audio Source component to your radio object (or create an empty Game Object with the Audio Source and place it where you'd like the sound to be played from) Change the audio clip to the radio sound and switch from 2D all the way to 3D in the Audio Source settings, tweak the range and stuff. You also need to have an audio listener in your main camera.
Can someone recommend me a free basic sfx pack for stuff like walking, jumping etc? would really appreciate that
Maybe work with a sound designer 😋
See pinned post, freesound.org, unity's asset store, sonnis free library
Anyone know any free non copyright music that would go good with a platformer
@quartz cradle https://opengameart.org/art-search-advanced?keys=&field_art_type_tid[]=12&sort_by=created&sort_order=DESC
Check individual licenses conditions.
@naive thicket thanks that will help alot
Here we got some cinematic music I'm working on...
https://www.youtube.com/watch?v=XnggTP6NEUw
This is only a preview of what's to come!
just a little sketch that I'm working on
today's doodle!
First "compositionally completed" track i've done in 4 years though i did kinda forget the woodwinds a bit in the mix
Cheers
Hope you enjoy!
Listen to 1m1 - to infinity - title draft mp3 by Mark "Scetch" Lee #np on #SoundCloud
Is this the right place to ask if this bops?
Idk if it's the right place either, but it does bop.
@severe mural ty, Ive spent too much time listening to it
oh xD
smh
Obsessed over this for the last little while. Can't wait to make the most of self-isolation and write some more space jazz!
https://soundcloud.com/music-by-leiss/in-space-no-one-can-hear-you-play-tyner-voicings/s-9iS2Swj1Qhx
Listen to In Space, No One Can Hear You Play Tyner Voicings by Leiss Pendragon #np on #SoundCloud
Has anyone ever tried plugging some instruments to an Audio Interface, then there to Unity, and use Unity Mixer to do digital mixing while at the same time can record?
https://soundcloud.com/mark-lee-521682254/nordic-noir-titles-1 - track of the day - Nordic Noir titles 1
Listen to Nordic Noir titles 1 by Mark "Scetch" Lee #np on #SoundCloud
I tried out https://moddedbeepbox.github.io/3.0/ and made this thing!
noob making stuff looking for feedback
I like the composition, I do feel it needs more instruments, also, I just learned how chords work
Try breaking off the slow arpegio
in the backing track
vary it somehow
it repeats, I think, a bit too much
@stuck frost
Thats the point tho
yo guys
I have a problem with fmod
I tried to follow this tutorial but a few things did not match, I think it is because I have other versions of the programs but I can't solve this problem myself
In this tutorial series sound designer and composer Daniel Sykora (@DSykMusic) adds sounds and music to Unity's Viking Village scene using FMOD Studio. He walks us through the scene and shows how to get up and running with FMOD Studio for Unity 5.
This video series was made w...
I downloaded unity, fmod, map, and unity integration package
but when I try to load the integration package into unity, nothing changes
I like the composition, I do feel it needs more instruments, also, I just learned how chords work
@gentle citrus SOUNDS LIT
That tutorial is nearly 4 years old, stuff changes and breaks. there should be an updated version of the Viking village project on GitHub if I remember right, look for that
@stuck frost Thanks 😄
https://github.com/keijiro/Lasp
keijiro is updating Lasp !!!!! Even saw SpectrumAnalyzer but not on release branch yet tho..
that looks really cool.
a cutesy little doodle
could imagine this in an idk like cute racing game ? xD
yeey this is nice 😄
really nice. You might consider a more organic reverb in the beginning (sounds like inside but then there are birds). It reminds me of walking around inside the castle in mario 64 xD
damn thats fire, what yt channels do you recommend for learning how to make music?
kinda short, just a loop didnt have more ideas ^^
@stuck frost check out this guys video courses: https://www.udemy.com/user/jonathanpeters/ especially music composition 1&2
hey guys can u tell me which format is goodfor background music (1-2 minute long)
Hello guys, i am looking for a person who can create some sounds for me (for example an electric engine sound for a motorcycle) if you are intrested you can contact me via direct message.
Nice
ohhhhh damnnnn thats a really nice menu soundtrack 😮
thx 😄
or could be used for an nice intro scene or for an interesting plot twist in a game xD
yeaaah that would be cool 😄
hey guys, does anyone know how to filter an audio in the background? i wanted to make a mostly-accurated beat detection script, that can detect the beat by analizing the frequencies between 60 and 250hz of the given audio
aaaaaaand some ambient
I decided to combine elements of ambient (dripping water) and music "for exploration"
Does someone know any audio making software? I wanna make my own sound effects in 8-Bit and can't find any
LMMS has plugins to design sounds, I think.
Are any of these free?
I can buy one but some just cost too much... I just want to make a some sound effects for my game
These are free
yup
Reaper I'm not sure
yeah it is
oh.. reaper not free
to reaper?
yeah
it may be trial
could be
You get 60 days for free
yeah "Download REAPER below for a free, fully functional 60-day evaluation."
mhm
so which of these is the best and easy to use?
I wanna start making my game sound effects
There's also MAGIX it has free tier.
I didn't use LMMS but if I had to choose between audacity and reaper then audcisty is easier
LMMS is a fully fledged free DAW
@wide sentinel we can't specify what is "best", because it all depends on what the user can do with the workstation
Cakewalk by Bandlab is also fully fledged free DAW that used to cost $500 (it's old Sonar Platinum without some effect bundles)
Just wanted to ask if this download link for LMMS is not a virus download link
is there a way to check if it's a virus?
@wide sentinel Source forge is a trusted source. Besides the link is outdated and they have on this page the link to up-to-date LMMS GitHub page.
thank you!
Is LMMS safe though? like virus free and stuff like that
I don't want to use something that can harm me in any way...
You have a link to the source in the repository. It's open sourced. You can see for yourself.
sequencer = arranging sounds
synthesizer = producing sounds
I did, thank you!
you probably don't want anything more complicated than sfxr for coins
I have a quick question. Which sound effect do you think fits better here? The first or the second? Credits: The first sound was created by Andy Rhode (rhodesmas). Here is the link: https://freesound.org/s/320655/ the second one has no copyright.
Hmm, the second one reminds me of an "eating sound"
The first one fits more the belly sound of a coin pickup
How do I download LMMS? I tried downloading it but it said that "Unable to find any mirror information for the "/lmms/0.0.9/lmms-0.0.9.tar.bz2" file. Please select another file."
agreed, the second one fits the action better @mossy condor
you might want to automate some filter cutoff near the end so it sounds like it's going in his mouth 😄
If the games about collecting apples (as opposed to eating them), then the first would work just fine. Otherwise, the second fits better no doubt. @mossy condor
You dont eat the apples the apples are the currency
Listen to softness of Nightside [FL mobile] emotional CINEMATIC guitar electronic by Saeed Barari #np on #SoundCloud
Hope u like it.., and you can directely downloas it for your projects if wanted
@stark wing even if that was the case, you'd need some kind of vfx to make the sound appropriate
@mossy condor use the second sound and when you pay for stuff, push the apple out your bottom. boom...
is there any virtual instruments app out there
there are free instruments out there
if u scroll up i posted some
I prefer google
i switched to duckduckgo a couple months ago cause google just gives you paid results and garbage sites designed to look exactly like your query in every case
i mean there are so many such sites ... just type in google free rock guitar sample solo xD
I finished my, uhh... minimalist / ambient / small music album today
https://www.youtube.com/watch?v=jGDQdGTNDes
Download / Stream the album:
https://wangleline.bandcamp.com/album/im-tiny-and-gay
Please consider supporting my music / videos on: https://www.patreon.com/WangleLine
Tracklist:
- pinktune
- alphabet
- one place for me
- melody maemi
- leona
- online friends
- disc with pho...
Niceee
nice name
thanks!
du wang
Not, like, legally
xDD
Lego yoda death sound copyrighted? 😩
Do you know any page in which I can download no coyrighted music? Or how do you deal with music?
@hard quarry it would be better if u edit it a bit so noone could say its a copy of that
Or just make yourself a composer friend to do this little parts for u
My god do I need help haha
This thing is driving me nuts
1.) Created an Audio source component
2.) Dragged in my Audio clip
3.) Dragged the "Audio Source" into the Serialized Field (Death Sound)
4.) It doesn't work lol
Just want to be able to use the default Audio Source component, as it has Spatial Blend! (made a AudioManager for the time being, so I can still call audio sources at specified times)
Any help would be greatly appreciated!!! 😄
when you run the game, can you confirm that the volume isn't 0, and the clip is still there?
Yeah
Because I've run it as "Play on Awake" to make sure that the component actually works
Just don't know how to access it from a function, the Unity Docs don't seem to be working, but it might be some logic I'm caught up on
The screenshots (bar the imports at the top of the file) show the all the code used
try putting on Loop to make sure you're not missing it
Tried it, the audio just doesn't want to play lol
Is my logic in the screenshots flawed?? am I missing something?
not a script thing, because you set it to playonawake in the inspector
double check your OS audio mixer and make sure Unity isn't muted
you can also check the stats menu in game view to read the decibel level
The play on awake works (when toggled in the inspector) just not when I turn it off and use the script to call it
then deathsound.Play is never called
use a print statement to check if that block of code is even running
It should be because everything else in the function works
Thats whats throwing me lol
it's called only he's not calling it on correct audiosource
are there multiple audio sources on the player?
this AudioSource Player.deathSound doesn't make much sense
wait so that's tooltip ? lol
if deathsound is shown in the inspector, you don't need to use getcomponent
well deathSound = GetComponent<AudioSource>(); gets it from current gameobject, not the one you think it deos I think
even if I remove it, it don't work lol
can you make (as per usual) the deathSound field public, assign clip into it in inspector ( and remove [SerializeField] attibute )?
still goosed
is your game object enabled ?
post the whole script ( and all related scripts ) (I'll have a look once I think i'm not sleeping : ) -- while doing you might want to strip everything - setup it again and maybe you find out
just to be sure : i was asking about enabled game obejct, not just component (script)
and it's a prefab it seems - that's suspicious )
The player is Prefabbed
The game object is enabled!
like the component works
Just don't know how to access it from a function, all the guides don't seem to work
no you don't know how to get a reference i think
you might be actually calling everything on prefab and not prefab instance maybe
Hmm. Nope, its from the instance 😄
That's whats confusing the hell out of me...
I remember Brackey saying in one of his videos that it doesn't work
I made an AudioManager that works (can call specific sounds from anywhere)
but it doesn't have the Spatial element, and I can't be bothered to try and manually code one of those lol. doing coordinate calculations and panning
Ewwww
Ok so it's not possible
You can only play AudioSource files from the Interface component through Play on Awake for some reason, (unity bug?)
would have to create empty game objects and instantiate them when I wanna make a sound... which is not intuitive
I'm done with it lmao
are you saying interfaces cannot have fields ?
the 2nd sentence is not true: you can instantiate (or get refernece to) an AudioSource, and then assing its clip each time you want to play a sound, or use PlayOneShot without the assignement
how do you access the clip?
Using my AudioManager instead, because it seems too muich hassle than its worth!
GetComponent<AudioSource>().clip = audio_clip_imported_into_project;
where public AudioClip audio_clip_imported_into_project is e.g. assigned to component field via inspector
Thanks bro!
I have a nice new problem...
Volume slider won't work when the program is built, but works fine when run in the editor ????
It's not interactable with the mouse.... how does one make it clickable??
Nvm, fixed it - Z value problem haha
not your bro, mate, but your welcome
Hello guys, is it possible to change the values from a lowpass filter through code?
This is probably the wrong channel for this question... SRY!
it's correct channel and it's possible
Ok .. So, I'm building this game and I've been using Set.Float to change the volume of exposed variables from the various mixers to achieve different sound volumes
Problem is that apparently I can't swap snapshots If I'm using that specific line of code and I didn't want to have to rethink the whole thing
that's something else from what you asked initially
you can expose e.g. cutoff parameter the same way as attenuation
parameters are per mixer so you can't have them exposed in one snapshot but not in other one (i hope i'm right on this)
ah but if you want to shape actual pcm audio you'd have to write mixer plugin - but i recommend doing this as last resort only
Thank you man!
Hey! I tried to create a composition while jamming on Ludum Dare (as a programmer). Then this came up. Looking for your feedbacks! Also I can share the music with you for free.
How do I make an animation play a sound?
I set my animation up like this to play a sound when the door opens/closes but it's not working. Any help?
@stuck frost it's a lot easier if you make a small script with a public PlayAudio() function that you assign to the door object and then call from the animation with an event.
do you already have a script on the door that operates the animations?
@craggy kettle yes, I'm using an AnimationTrigger that is used when the player clicks the door.
Unfortunately I tried using audio banks and an audio trigger but neither seems like an optimal solution. Why doesn't Unity just allow a Play or Stop function on Audio Sources within animations?
can you show me your door script?
@craggy kettle sure, though atm it's just a VRC_Trigger.
Is the state of the door stored anywhere? Like if it's currently open or closed
Yes, there is a boolean and a trigger for it in the Animator controller.
hm, it's not the best idea having to go read bools from the animator to check the status of something but I guess it's alright
I do apologize for the sloppy setup. I'm not exactly a Unity guru, but here's the gist of it:
if you wanna keep it like that you need to make a separate PlayAudio script
that has access to the animator
the script itself only needs the animator, 2 audioclips, one for activating and object (opening a door) and one for deactivating (closing the door) and the audiosource
Heck, you make it sound easy.
my soundbite sounds like crap
lasts a fraction of a second and doesn't have any texture
any common problems I might be having (I know nothing about unity audio)
the sound is playing, the other soundbites are fine
can I increase the volume of some clips over 1? i have some foot steps sounds which are not loud enough
classic sound mixing advice: "Don't boost, cut!"
you're better off thinking about it as turning some clips down less than other clips.
But before you do that all of your clips should be around the same loudness.
Anyone got the low down on some good Audio Reactive Geo/material/lights tutorial? I was about to start playing with LASP
What do you guys recommend for audio stretching? Currently using an audio mixer with a pitch shifter effect attached on it
But I would like to achieve some more high-quality audio stretching if possible.
I am totally stumped. I started my development on a Mac and was never able to get my audio to sound spatial. The volume rolloff works, but you cannot sense direction. I ended up moving my project to a Windows PC (was a real pain), and it is all working just fine, but yet again, the audio is flat. I have turned off all my sounds but one and have made sure it is on 3D in the Spatial slider and yet it is still flat. So I started a new project and test the same audio clip with the same settings and you could totally tell the direction. I have compared the new project file to the one I want to fix the audio and they are identical including the audio settings in the Project Settings area. Can someone her shed some light as to what may be the cause as I am utterly stumped.
Greetings. I'm looking into audio middleware such as fabric / Wwise etc for layering music in Unity. I thought fabric ticked my boxes (free for indie, layering, beat sync etc) but it doesn't seem to be working in unity 2019. Does anyone know of any similar asset that makes it easy to layer music and turn layers on / off based on either runtime events or configuration?
what about fmod?
yea fmod studio and its events should be ok for this
they've recently put its unity part on the asset store too
+1 fmod
True
Hey, I was wondering if there are people here willing to do free commissions?
Nope
If it is free it isn't a commission
D:
what's the project? what you looking for? are you offering anything in exchange?
i won't speak for anyone else here but "will you work for free?" is not usually enough to pique my interest 🙂
depends what the job is. sometimes people will do it for no money if they can get value from it in other ways
yeah exactly... i mean if an experienced developer working on a high-profile/high-visibility passion project asked me to volunteer some time, i would certainly consider it, as it could lead to future opportunities
but if it's somebody's very first project, or a "portfolio piece", etc., then it's a whole diff story
I don't entirely consider quid pro quo 'free.' Like, I've traded skills, doing programming for someone in exchange for art and stuff
But exposure is pretty poor currency at the moment.
you'll have to find who owns the trademark and discuss it with them, they'll probably want piece of profits.
but tbh you can probably just get away with it
why should that be a problem? you aren't stealing the song itself. having the same name isnt a crime.
well i dont know the details but based on what i've seen, you can get away with the same name so long as you don't copy the branding
also what does the name of your game have to do with audio
if the name of your game is 'Sound of silence' then you'd potentially have to deal not with disturbed
but only if it somehow references the original song ( i.e. branding )
song names are not trademarked so in general you do nothing
or - rather - hope to do :%)
Hey there people! 🙂 After many years of Unity I'm finally getting into the audio side a bit. Wrote a custom reverb filter and wanted to apply it to an Audio Mixer instead of the usual MonoBehaviour way. Am I blind or are all integrated filters implemented in C++ land without any way to extend them?
I believe https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnAudioFilterRead.html should still work, but I don't know if there's a newer way to do it in C#-land. Been a while since I did any audio programming
Would y'all be willing to give some feedback on one of our OST tracks?
Check out our intro track by @NoStereoMusic ! We'll have more tracks from our OST posted here soon!
#AzureDomain
#PCMG https://t.co/sdsoRTp6V0
This is our intro/splash screen music, I'll be uploading the main menu theme later. The musician behind this track has grown a great deal as she's worked with us, and I can't help but be really proud. ❤️
@worthy marsh yes mixer filters are c++ audio plugins and no you can extend them if you write said plugin
(if by extend you meant 'extend them from user c# scripts' then yes there's no way)
Thanks @whole pewter and @lusty cairn! 🙂 Huh. Hoped my effect could make do with being C# if I'd then compile the project via IL2CPP, so it's multi platform out of the box and fast enough. Okay, I guess then off I am to C++ land. Thank you!
why is it when i have a sound on a gun shooting automatic the sound goes silent when its on auto but the sound works on semi
how do i fix this or stop this
hi
i need some help
what no copyright music should i use for my game ?
my game has different levels and i want the music to be the same
in all the levels
Then... I don't know, some metal for it.
hmm..
Look through Kevin McCleod's numbers or google some royalty free music.
yesss
thanks you
that was the website
royalty free music
lol i forgot it
thanksssssss ❤️
... Huh... De nada.
you might also find something on soundcloud
What is a good voice editor/audio editor?
audacity
and do people still use https://www.magix.com/us/music/sound-forge/
Precise audio editing, innovative workflows and the latest technology has made SOUND FORGE the first choice for artists, producers, and sound and mastering engineers for over two decades. Record, restore and edit audio material in crystal-clear quality with SOUND FORGE.
unless i'm doing detailed waveform editing or batch processing, i tend to just use my daw (ableton live)
but sound forge still great for serious editing though yeah
hey guys! im doing the Ruby 2D Tutorial on the Unity Website and im at the Audio Part right now. I did everything as described in the Tutorial and even copied the whole scripts. but i still get this error messages when i run over a HealthCollectable (having low health) and no sound is played
Parameter name: source
UnityEngine.AudioSource.PlayOneShot (UnityEngine.AudioClip clip, System.Single volumeScale) (at <bc2876e8ff0b42a2a2a11b51f2b23c8a>:0)
UnityEngine.AudioSource.PlayOneShot (UnityEngine.AudioClip clip) (at <bc2876e8ff0b42a2a2a11b51f2b23c8a>:0)
RubyController.PlaySound (UnityEngine.AudioClip clip) (at Assets/Scripts/RubyController.cs:121)
HealthCollectible.OnTriggerEnter2D (UnityEngine.Collider2D other) (at Assets/Scripts/HealthCollectible.cs:20)```
got it. i created a new GameObject AudioSource instead of a component in my character
May I ask for what wwise is used? What kind of job IT makes and how it helps with sound design?
wwise is like fmod
but instead of being opensource it was and (still is?) an enterprise solution
it's basically an audio asset pipeline and game audio logic layer
(FWIW fmod is not opensource too)
for free; waveosaur and audacity are the go-to-tools when used together to cover eachother's weaknesses. 🙂
as to why somebody would use wwise (or fmod): it gives sound designers the ability to create and mix dynamic/adaptive sound events without the need for programming or scripting experience
i can't speak for wwise, but using fmod is more like working with a daw than a game engine, so much more familiar to sound designers
everything is then exposed via events and parameters that programmers can then interact with from game logic
so for example, a sound designer could create a sound that responds to arbitrary game parameters, like say, the player's health, or how many enemies are in the area, etc.
it makes it more feasible to do really immersive sound design than it would be if somebody had to program/script it all from scratch
Do you have any advices for me? I used to learn in school music for 6 years, piano class + theory of music lessons. Now I'm doing PhD on physics and gonna get deep into gamdev and I would like to focus on sound design. Tbh I don't know where to start. For now I've learnt some unity basics, I'm creating my own mini-game right now and gonna try to make sound on my own. I want to increase my skills so maybe one day, after PhD I'll join some gamdev studio. Still got like 3 years to end PhD. I've got H1 recorder and going to use it to record some SFX and enchance them in audacity. But how do I know I make a good sound? I don't feel I know what to do to make it better, don't want to make many trials on knobs, I want to control what I do. Any suggestions? Where to start?
you should look into sound recording and production. It's a whole field of it's own but would complete your skillset
Generally I though that for now will use my recorder + audacity for SFX. I've got also some experience in Fl Studio but in terms of composing music
these are some subjects i'd recommend researching: Recording, Mixing, Mastering
articles, books, tutorials? That's what you mena by "researching"?
yeah
also i'd hope that at some point during your phd you encounter acoustics 🙂 it's basically the physics of sound
tbh I'm working on molecular dynamics for proteins, but acoustics is known for me, that's fine
What should I use to make my audio?
@pallid quail https://www.bfxr.net/ this site is good
Sound-effects generation for your games in flash.
or download a daw, and some free synthesizers and make your own from scratch
If I have a long boss theme (about 10 mins), is it best to check off Load In Background on the asset?
Hey everyone :p
How can i make so sound doesnt add to each other? Like, my fire prefab makes a fire sound, but if two are close i get a weird noise because both are playing at the same time
before playing the clip check if it's already playing and just restart it if it is
that or check out the AudioMixer, you can apply compression and stuff
if they both play at the same time they will definitely be added to each other but you can combat that with compression
depends what your sound looks like
Oh
set the threshold to just below the highest peak of your sound
Cuz im trying to play around with the option and it doesnt seem to work
ok, well i've never actually used it myself sorry
do you have a sound editor?
Yes, i tried to set it just under, doesn't work :/
that's pretty much all you can do without the sound designer. What's so bad about the sounds overlapping?
It creates a sound that doesn't sound like fire at all
oh so it's an actual fire crackling?
maybe the audiosource properties can help:
spatialize = true
spatialBlend = 1.0
minDistance
maxDistance
roloffMode
@stuck frost make them different; if two same clips are playing you can't do much without some extra work
you can randomize them slightly, use different clips, or mix manually into final 'fire' sound
Should I use the same audio source for sound effects as BGM?
If not, how should I handle SFX?
@pallid quail https://www.bfxr.net/ this site is good
@native tide cheers
Sound-effects generation for your games in flash.
I've been using Audacity
Now a little problem, when my audio loop i can hear a "pop", it breaks the audio and we can clearly hear the sound loop after that
Never mind, a "silent" par got created at the start and end of my sound, i don't know why
im new to music so i gave a bit of an ambient thing a try
My guys, why is that that when I load a 3rd audio clip it stutters ?
Hey so I have a script for shooting A gun and I want it so everytime you shoot it plays a mp3 that I have but idk how.
here is my script https://hatebin.com/
i need a lazer gun sound effect dose anybody know were i can get one
there are probably free ones on sites like freesound.org or soundbible.com, or you can make one yourself (I remember seeing a pretty good sfx maker in some video, will try find it)
http://drpetter.se/project_sfxr.html I think this was the one
i used 4 different vocal takes into my mic and put fx on them. total of about 15 tracks by duplicating the takes and using different pitch shifts. basic reverb and modulation on everything... what do you think? its for picking up an item similar to souls in darksouls
this is ONLY my voice with effect lmao
First attempt at making Music for games, any thoughts?
I also made two attempts after this one
Which is in general the best?
Also @stuck frost, sounds awesome, but a little overbearing, even in dark souls it's a bit overbearing but not in a bad way, so maybe it fits!
is that a sitar? it almost sounds like it is real and not a vsti. the V-I bass line is a bit repetitive but perhaps when its background music it will be a nice base for the music. @opaque tulip
i really like the second piece. very atmospheric
oh yeah? Thanks! It's not a sitar but it's similar
and it's in Garageband haha
And yeah it's more ambient dungeon music
seriously! thats a garage band vsti? x.X
right?!