#πŸ”Šβ”ƒaudio

1 messages Β· Page 10 of 1

opaque tulip
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I am trying to make my pieces have more phrases though

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and repeat less

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Or phrases is the wrong word, I guess sections

stuck frost
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this is the exact kind of music im going to copmose for my game but using orchestra

opaque tulip
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oh nice!

stuck frost
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i think i understand what you mean

opaque tulip
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I mean, I want more variety, but I also want to keep it atmospheric

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movements are the wrong word too...

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what's the right word.

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But if you listen to Lots of atmospheric Nintendo music, they have a good amount of sections

stuck frost
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but actually, i think that it is just right. dont over do it too much or else it will become too foreground. themes? developement? variations. im not sure

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but i understan

opaque tulip
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yeah haha

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So you said the second was your favorite of the 3?

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I didn't finish any of them but

stuck frost
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man i think you could fade out from one piece to a 20 second silence and have a different one come in. use all 3

opaque tulip
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Hah!

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that's an interesting idea

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I'd love to have better orchestral instruments, but first I want to choose the best daw

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And I want to know if I'm going to be serious about music or not haha

deep pelican
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2 is the best

deep pelican
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the other two are too dry to fit a water themed environment

frigid bear
opaque tulip
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Thank you @deep pelican !

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That's actually a great take on it

native tide
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What do you guys think of this short track I made? I wasn't really going for a deserrt track but thats pretty much how it turned out

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@frigid bear your track is a little quiet I had to turn my headphones up quite a bit, might just be me though
It's a really cool track though! I like the sounds you picked especially the part that comes in around 40 seconds

frigid bear
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thank you! yours sounds nice too

native tide
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@opaque tulip weird thought but, I accidentily had your 2nd and 3rd track playing at the same time, but the texture of the violins(?) at around the last 15 seconds of track 2 fit really well over track 3 as well and could tie them together nicely

opaque tulip
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oh yeah?

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Thanks! I'll look into that

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I'm enjoying your desert theme too!

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Funny enough, I think my first piece actually fits more to a desert temple than a water one

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since you mentioned desert haha

native tide
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haha, this desert track was started with intentions of being a dungeon track it just didn't go that way once I started writing it

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it happens

opaque tulip
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Hah, nice.
What kind of dungeon?

native tide
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The dungeon in our game is supposed to be dark and eerie, I wrote another track for it that came out quite nice

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I'll render an mp3 and post in a moment if you'd care to hear it πŸ˜„

opaque tulip
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oh? Pray, do show!

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Also, 2d or 3d game?

native tide
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2d! slowly learning to model on the side so I can see which is more suitable for me, but for now 2d is much easier

opaque tulip
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yeah

native tide
opaque tulip
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ooh!

native tide
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sorry for the delay the machine i make music on is quite slow nowadays πŸ˜„

opaque tulip
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The beginning is really strong!

native tide
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fair warning, the end gets quite loud I probably need to compress it a bit more

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thank you!

opaque tulip
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ooh!

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I'm liking this

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THOUGH!

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If I were to make one suggestion

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I think it'd be very powerful if the organ, when it comes in, starts with a completely different rythm

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at around :50

native tide
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I appreciate the feedback! I will have to play around with that

opaque tulip
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I'd hold the second organ note for 2 measures

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instead of having both the first organ notes held for 1 measure each

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It'd make the piece sound way more asynchronous, which falls into that weird nature of it

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It's bizarre though, Ilove it

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I'm still listening though, havne't finished yet

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I'm getting some Zelda vibes from the beginning btw

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Love it

native tide
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thank you very much thats a big compliment! thanks for checking it out, I'll try out playing with the organs rhythm

opaque tulip
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I think that could be a really nice touch, make it even more eerie

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Cause right now the Organ's rythm is very similar to the previous section's

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Long full measure notes

native tide
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Yeah definitely I see what you mean, I have a tendency to do things like that, but especially when going for eerie it is probably better to switch it up and make it feel more 'off'

opaque tulip
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right yeah haha

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I mean it's not a bad thing to do, cause if you change the rhythm so much it'd be strange in certain pieces, but since the idea is to Be strange, I feel it'd fit here hehe

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Hey, if you ever edit it, you can DM or Ping me

native tide
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Sounds good thanks! same to you always feel free to send music my way

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πŸ˜„

opaque tulip
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Ok! Haha

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Well, I guess I could send one track now, which I was thinking of actually using soon. I made it a few years ago, and was just listening back to it cause it could be useful as a sort of "Space Game Main Menu Theme"

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Thoughts?

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How could I improve it?

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I also never finished it

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Like most of my tracks πŸ˜”

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I think it really picks up well after 30 seconds

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The usual complaint I used to get with this piece was that the instrument at :50 sounded out of place and strange

native tide
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I can see that, but also I think the context of having a sci-fi game behind it would fix that personally

opaque tulip
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Yeah I kinda agree there

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I feel like that's why it fits well as a sort of main menu theme

native tide
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the only part that sounds off to me really is the section at 1:30, the piano is really pretty and I think it'd be really cool with a small intro while the piano plays, then fade the menu in as the sci-fi elements hit

opaque tulip
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At 1:30 it's completely unfinished haha, but that's actually quite a cinematic idea!

native tide
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haha i figured! I think it might not even be needed to go further than that to be honest, its a main menu you could just loop from right before there

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I'm not sure, I always struggle with balancing writing more parts vs looping longer

opaque tulip
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yeah haha

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I agree though, it could loop there

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I originally composed it as a sort of "Cave Theme"

native tide
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I think that piano + intro is really good, I think you could make it fit with any setting really with the other layers

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I do think the sci-fi aspects work well though!

opaque tulip
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thanks for the feedback!

native tide
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of course! its a good track πŸ‘

opaque tulip
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I came to the Unity Discord recently cause I had the idea to re-create a game which I played very little of, but I think has immense potential, which is "Space Station 13"

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My idea was to keep simple graphics, and make it more moddable than anything, to allow players to create the content, to simulate how the actual game was created

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But at this point, I'm not sure I want to continue with the project. I only started about a week ago, and it's not a good first project to work on

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So now I'm just kind of meandering in this discord trying to see if I could fall upon a project or come up with a new one

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haha

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Also thank you!

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But that's why i was thinking maybe that could be a good theme for the Space Station 13 game, since it's a track I had lying around frmo 2018

native tide
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haha i think everyone goes through something similar! but you can always work on that project on the side while doing smaller ones to improve skills

opaque tulip
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true!

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Though, I think right now I'd probably be most interested in working on someone else's game

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I think that's a better first step

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To post one more track though, This I think is one of my better 8-bit tracks, which I made for a group unity project in 2018, which was my first and only unity project to date

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There's some parts of it that I'm quite proud of

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1:08 onward I think is the half I'm proud of

stuck frost
dense mantle
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anyone knows where i can get good guns samples

dusk tendon
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The usual complaint I used to get with this piece was that the instrument at :50 sounded out of place and strange
@opaque tulip I think it depends on the style of the game, but that particular instrument is actually really vital for the melody

native tide
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What do you guys think of this water track I made? Went for kind of a bioshocky/spooky underwater vibe

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I wanted to add another section/loop after the initial one but nothing really felt right so I am not sure

opaque tulip
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Thank you @dusk tendon, I kind of agree that it's a vital instrument in that particular piece, but that was a complaint I usually got, perhaps cause it wasn't in a sci-fi setting, but just in a more passive listening setting

dusk tendon
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Hmm, what do you mean by "a more passive listening setting"? @opaque tulip
To be honest I think it really depends on the visual aspect too - how the music compliments the visuals and the overall atmosphere of the scene. It could be a good main menu theme, but it could also be used in a whole lot different scenarios in the game (it reminds me a bit of the songs in a space game called 'Rodina')

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Really cool, interesting πŸ‘ @native tide
But if you don't mind, I'd advise you to make some of the elements feel more spatial and around the head, as some of the sounds are a bit static / still in the centre.

native tide
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Good idea! I appreciate that thank you πŸ™‚

opaque tulip
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Rodina? I’ll look into it

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I’ll give yours a listen soon zach

opaque tulip
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Oh Zach, at first I was getting some atmospheric Subnautica vibes, but now it turned into something interesting
I'm a big fan of the beginning

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I do see "Water" When I hear this

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not under water

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but dark dank and atmospheric

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The repetition is interestingly noticeable, usually repetition is good for an atmospheric piece, but perhaps the short musical phrase stands out around 2:00

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Yeah, the repetition there is definitely noticeable

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perhaps create a longer phrase

opaque tulip
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@native tide, sorry, realized I never pinged you

compact wren
opaque tulip
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interesting atmospheric sounds

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without the metropolitan sfx

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30 secs onward could have been some sort of strange Zelda dungeon, hah

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The metropolitan sounds gives it an entirely different feel, however.

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Like a hazy and trippy feel

compact wren
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yeah it wasn't specifically for anything, so i just sort of made it up as i went along

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the atmospheric sounds btw are spitfire labs london ambience

opaque tulip
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Thanks, I'll look that up

native tide
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@compact wren that was really cool made me think of like a dishonored vibe

compact wren
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@native tide ty, i see what you mean about dishonored, maybe it's the cello slide that gives it that kinda vibe

rancid imp
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Can someone help me Loop a audio clip please? Its 30 seconds long

steel lynx
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Whaddya mean by that? Theres an option to loop in every AudioSource, unless you mean to make the clip longer

rancid imp
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i mean edit an audio clip so it loops seemlessly

steel lynx
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I'd suggest getting a free audio software? (like WavePad)

rancid imp
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Ive got audacity but dont know how to edit the audio file to loop it

steel lynx
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I'm not sure then

compact wren
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@rancid imp a technique which can work in audacity is to duplicate the clip, reverse it, then place it after the intial clip.

rancid imp
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Oooo Ill give that a go! πŸ™‚

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Thank you

deep pelican
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i've done this a few times before

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make sure the audio clip starts at 0db

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and basically make the end wave continue into the start wave. So if the start wave goes up, the end should be going up and end at 0db

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that will get rid of any pop when it loops, the rest is processing the sound so it has a smooth transition or actually designing the contents of the clip to loop

nimble jacinth
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why isnt my audio playing??

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here is a pic of my unity

nimble jacinth
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wut

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@snow parcel what is that

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do you need it?

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my audio was working fine before

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and i loaded unity back up, and it wasn't working

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wdym

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this?

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@snow parcel

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no its not muted

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and how do i create an audio mixer group

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i did, doesnt work

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still doesn't play any audio

dense mantle
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hey guys im looking for sound samples for an FPS game... any one got a good site with samples for me?

safe vigil
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what is the best free sound effects site for unity?

stuck frost
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Sound effects arent really anything related to unity unless you get them as a part of a prefab for an animation or particle effect. You can get the sound fx from anywhere

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@safe vigil

deep pelican
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in order to hear audio, you need an audiolistener in your scene

forest horizon
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Hello, here is my problem :
When i am on play mode, i can hear the 3D sound BUT when im in the editor, i cant ( i checked the speaker button ) unless i put ALL the sound in 2D then double click on the speaker :/ * My audio source have an audio Mixer
Can someone say me why ?

manic shale
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the Audio Listener component is the one that receives the sound from the scene so you have to move the audio listener close to the audio source to hear a 3D sound WHILE 2D sound plays on the entire scene with out caring about the position of the Audio Listener @forest horizon

deep pelican
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documentation is unclear about whether the editor scene view camera has an audiolistener

forest horizon
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https://youtu.be/1BMJFgK68IU?t=38 I followed this old tutorial for the beginning and i did the same
i have an audio listener on my character and even if i move the camera with the component on the audio source, nothing happen unless im on play mode :/

Watch this video in context on Unity's learning pages here -
http://unity3d.com/learn/tutorials/modules/beginner/audio/lessons/audio-sources-and-listeners

The basics of audio playback and perception, using Audio Source and Listeners, as well as the Import settings for an audi...

β–Ά Play video
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and on the vid, the camera with the component doesnt move at all

deep pelican
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why do you need to hear sounds in editor mode?

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i think the reason you can't is because there's no good reason to do it

forest horizon
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its faster to make test and know if my audio is good
but if i do it in play mode, its gonna be slower and my changes will not be saved

sacred hazel
stuck frost
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guys

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need

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help what is the best way to generate sounds and what software should i use?

whole pewter
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sfxr

ruby garnet
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how do i fade out volume of some audio when i get further away from it?

deep pelican
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use 3d sound

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and move the listener away

vague vessel
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Guys I'm pulling my hair out over this one. My project wont unmute

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Like my whole project just stopped making sound, and it's gotta be some dumb setting, but I can't toggle the speaker on even though "Mute Audio" isn't muted

deep pelican
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restart unity?

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also check your project settings. Is "disiable unity audio" on?
only other thing i can think of is you are hitting your max voices and that value was too big for your soundcard and it borked.

vague vessel
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Restarted, rebooted, reinstalled.
Thanks for that "Disable Unity Audio" didn't know about that, but no that was not it.
Also I really don't think it's the number of voices. I have a minimal case scene with, with a light, a camera/listener, and a drag-n-dropped Audio Clip.
I'm convinced it's that button on the right. It's on in edit mode, and I hit play and it toggles off.

deep pelican
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that would happen once you hit play, because now the audio is coming through your game

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your operating system might be muting the app, umm... maybe you turned off your listener, maybe your OS changed output devices and unity didnt notice

vague vessel
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Barked up those trees. Also figured out it isn't the button on the right, that just some weird toggle for previewing ambient audio in edit mode, rightly has no meaning (and stays off) in play mode

native tide
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Small edits to the water level I posted the other day, ended it proper and played around with some panning thanks to the advice from here!

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I also chained the entire instrumental to a phaser and put that pretty low in the mix on 100% wet settings to just have a really wavey undercurrent throughout the whole loop which I think came out really nice πŸ˜„ Let me know what you guys think

opaque tulip
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it sounds more ambient than last time too

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and spacey

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and I like how you took a note away from the phrase, as far as I can remember

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It's more in the background now

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though at 1:24 I would take out the bell for a bit

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The bell is a little too consistent still @native tide

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But definite improvements!

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really cool!

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the constant ambience helps though, it actually makes it easier to zone out to

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which is great for certain game music

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But yeah, the one critique I still have is that it's too consistent, you need some breaks from the wave and bell instruments at times

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and 1:24 is a great place to cut out the bell for a bit

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I think that's the part in which the wave is introduced

native tide
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@opaque tulip thank you for the detailed response! listening back to it i definitely agree the bell stays a bit too strong throughout ill definitely look into changing it up a bit!

lapis panther
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Anyone working with FMOD here?

alpine salmon
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Yes, hello! @lapis panther

vague wedge
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@lapis panther
?

lapis panther
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Ah, cool.
I have a strange problem where I can't hear the sounds in the Unity Editor, but I can hear them in the build. It's quite annoying for testing, is it some unity/windows setting or something's up with FMOD?
@alpine salmon @vague wedge

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I'm using FMOD 2.0.8 and Unity 2013.3.9

vague wedge
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@lapis panther
in somewhere settings there was an option that you could disable sounds in editor, it has been long time I don't remember exactly where it was

green roost
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Check if you accidentally activated the Mute Audio button in the editor...

lapis panther
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Check if you accidentally activated the Mute Audio button in the editor...
@green roost God I'm stupid sometimes, thanks, that was it!

green roost
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πŸ‘

fringe yarrow
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Hi all, i need some help with a script function, im trying to play a sound on collision, the collision script already works but i have no clue how i can play a sound from there...
here is the script

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CollideSound : MonoBehaviour
{

    [SerializeField]
    string strZObjectTag;

    [SerializeField]
    string strXObjectTag;

    [SerializeField]
    string strPlayerTag;

    AudioSource audioData;

    

    private void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject.tag == strZObjectTag)
            Debug.Log("ZObject Collided");

        else if (collision.gameObject.tag == strXObjectTag)
            Debug.Log("XObject Collided");
        
        else if (collision.gameObject.tag == strPlayerTag)

            audioData = GetComponent<AudioSource>();
            WoodHit1.Play(0);
            Debug.Log("Adio started!");
    }
}

I tested it bit with the player tag

stark wing
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@fringe yarrow What's the WoodHit1 reference? You might be looking for audioData.Play(0) for this example.
In addition to that, make sure to actually assign the wood hit sfx as the clip in AudioSource if it still doesn't play for you.

fringe yarrow
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@fringe yarrow What's the WoodHit1 reference? You might be looking for audioData.Play(0) for this example.
In addition to that, make sure to actually assign the wood hit sfx as the clip in AudioSource if it still doesn't play for you.
@stark wing yeah i got it working now but thanks for the response πŸ˜„

stark wing
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@fringe yarrow Gootcha happy to hear!

warm hare
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Today I started getting white noise when I play my game in build mode, despite there being no active audio sources in the scene πŸ™ƒ

deep pelican
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it's probably your hardware

warm hare
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That's not the issue in any other software or game though

deep pelican
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so when you disable your listener it goes away?

warm hare
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Unity is haunting me

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Something's not right, I removed the audio listener, but when I build the project, it's still there on the prefab

deep pelican
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:S restart unity

warm hare
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I did, sadly same issues lol

rancid imp
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Undock it and redock it

crimson stag
rancid imp
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Anyone here used audacity b4?

misty flicker
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many, probably

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better just ask the actual question instead

digital vale
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Hello!
I want to make an audio system to my game, but i dont know how to modify audiomixer masters with code. How can I do this?

green roost
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modify what? the master volume? expose the volume parameter with right click, get the AudioMixer in code and call AudioMixer.SetFloat

digital vale
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It solved! Thanks for help!

mossy hawk
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ohhh any game audio people here?

deep pelican
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sup dawg

warped jasper
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If there arent any audio people here i want my internet bandwidth back

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Heh

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What do you need LMondegreen

grand vector
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Hello there. Today I'm here because I need your help with a sparks effect sound. Do you know how I can get this?. Thanks for your help

warped jasper
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there are many possibilities

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you can check on freesound, or you can you can synthesize, or hire/collab with someone that will do it for you

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synthesizing this kind of sound is pretty simple tbh, if you knwo what you're doing

shell summit
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small question, would it really affect performance if there was a a lot of audio sources in a scene?

warped jasper
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yes it would

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but for you to get actual delay from it, it's gotta be a lot of sounds, prob combined with other factors

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but there are some optimizations you can do yourself to avoid this

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like using a better compression format (like ogg vorbis), disabling sound and using dots (my mistake, i think the dots based audio system isn't part of unity's stable release yet)

proven flare
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im trying to add basic sounds into my jumping and it feels like the sound is slightly delayed when testing the game. Is there a reason for this? how can i fix this?

proven flare
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if this normal? cuz im seeing the delay all over tutorial videos, but i know some games made in unity that don't have that delay x.x

warped jasper
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hey. so, quick search took me to 4 possible scenarios:
1 - you're using mp3 or some lossy compression that takes some cpu to uncompress
2 - your DSP buffer size is not the optimal (you can set this up in audio settings)
3 - your audio sample does have a tiny delay and you overlooked that. you can trim in in the engine
4 - it's just Unity fucking up using it's own audio abstractions while you're running in the editor. you can export the game to see if the problem persists, if yes, considering getting Native Audio https://assetstore.unity.com/packages/tools/audio/native-audio-107067

deep pelican
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places bet on #3

rancid imp
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Can someone help me with audiacity? its a super quick question

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why will it only play up until the end of the first clip? does the longest clip need to be at the top?

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Neevermind

hardy sundial
misty current
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Sorry, but I'm having a hard time putting audio in my game, and this is my first time doing so. Is there a good tutorial that anyone can recommend?

stuck frost
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is there a way to automate an audiomixers 'mute' function through code? I assume i would be something like AudioMixer.Mute but that doesnt work and there is no info in the in documentation

vague salmon
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im pretty sure you just set the volume to zero

stuck frost
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zero in digital realm is the loudest. -inifite is the lowest. @vague salmon

stuck frost
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do audio files need to be in hierarchy to be routed to a mixer? can audio files be routed to a mixer while in the assets folder as a prefab? if not thats ridiculous

deep pelican
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wat, best we can do is -80 with attenuation effect

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that should be fine

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you should be able to set them up in a prefab

stuck frost
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Curious. Mute means no information is sent. -80 is quiet, but it depends how loud the volume is. If i turn my pc speaker monitors up all the way you could definitely hear a sine wave at -80db. : -(

Do you know how to send prefabbed audio to mixer? From googling it seems like you cant

stray grove
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-100 seems to be the minimum for lots of programs

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which is like

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definitely not silence

whole pewter
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@stuck frost you're asking two different questions (or even more)
1 - audio files are just assets, functionally have nothing to do with your game until you set them up, but you can preview them in project browser - no mixers, no prefabs, nothing else
2 - in scene you have to attach AudioSource - which you can route to a mixer - won't be heard until you run the scene
3 - you most definitely can setup a prefab containing AudioSource so its output is routed to a mixer, but again: prefab is just a template for a gameobject which needs to be instantiated - so see previous point
4 - there are ways to run scene in edit mode but it will complicate things esp. concerning audio at this point

stuck frost
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@whole pewter thanks for the information. much appreciated. i have a unity asset gamecreator, that is playing audio clips from within the projects assets. not from the hierarchy. im trying to find a way to route them to a mixer without having to bring all the audio clips into the heirarchy. otherwise i have to re assign every audio clip to gamecreators melee module scripts. if possible it would be much easier to assign the audio straight from the projects assets folder.

whole pewter
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unity asset gamecreator, that is playing audio clips from within the projects assets
no it's not - that's standard unity behaviour for assets ( in this case audio clips ) -- see point 1 in the above I've numbered them

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im trying to find a way to route them to a mixer without having to bring all the audio clips into the heirarchy
you have to attach AudioSource and make prefabs from them - see point 3

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if possible it would be much easier to assign the audio straight from the projects assets folder.
i have no idea what gamecreator is but it looks like you just need to make prefabs

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if it wasn't clear so far - no you can't customize audio clips this way directly

stuck frost
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hmm I'm not entirely flowing. the audio clips are not in the scene hierarchy. i cannot add the audio source component to them

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yet they are being played. i suspect they are being instantiated into the scene

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thanks man : -)

whole pewter
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NO they're not ''instantiated into the scene' - unity previews them as all other assets

stuck frost
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thankyou for the clarification. im opening unity now to check if i can add audio source component to it

whole pewter
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you can't

stuck frost
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so they arent in the scene. they arent instantiated. they dont have an audio source. how am i hearing them?

whole pewter
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do you understand what 'preview' is ? πŸ™‚

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you can't assign AudioSource to them for the same reasons you can't attach Rigidbody on a mesh model

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until you make a prefab out of it

stuck frost
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i guess not. so ultimately to route them through i mixer i have to move them into the scene add audio component? then do the slow work on reassigning the scenes version of the audio to all of the scripts that use the audio clips

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that sucksss

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but fair enough

whole pewter
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well unless you have some management in place which would pick clips fro you then yes - you have to decide what clip plays on what source

stuck frost
#

you could have answered me by saying yes do it the longer way but i appeciate you taking the time to help me understand why

#

πŸ˜„

whole pewter
#

well i didn't know what you don't know in the first place, and what you're actually trying to solve

#

now it's clear it is 'everything' )

stuck frost
#

yeah seems having 12 years of audio software experience means nothing when you enter the realm of unity

whole pewter
#

especially when you bring your preconceptions with you ]

stuck frost
#

hard to avoid. though true

whole pewter
#

in short assets and scenes - or game objects to be more precise - are not the same thing

#

prefabs are halfway through

stuck frost
#

thankyou. the problem was i wondered if there was a way to output an audio clip to a mixer. little did i realise it required the audio component. also i didnt understand what the preview function was. πŸ‘

whole pewter
#

yea

ebon rose
#

What line of code allowes you to repeat a sound effect

ebon rose
#

What does this mean

#

Assets\Weapons\M4\Gun_M4.cs(4,7): error CS0138: A 'using namespace' directive can only be applied to namespaces; 'AudioSource' is a type not a namespace. Consider a 'using static' directive instead

deep pelican
#

you should learn C# separately.

frosty dust
#

A 'using namespace' directive can only be applied to namespaces; 'AudioSource' is a type not a namespace. Consider a 'using static' directive instead
The error is honestly pretty direct in what it's saying. A namespace is a way to collect a bundle of type and requires the user to first include that namespace before they can use a type of a namespace

#

A type is not a namespace

#

@ebon rose

#

AudioSource is a type. Meaning it is a class

ebon rose
#

Ok

frosty dust
#

This is why micken recommended to learn C# since these are things you learn as you learn C#

spark scaffold
#

Hi guys, I have a sound that's supposed to play when my character dies. However, there is an instant transition from death to the beginning of the level, which cuts off the audio. This is the same for finishing a level. Is there a way to play the full audio clip while still having an instant transition?

low bluff
#

Hi guys, i am making a game in which gameplay is in a way related to background music. i am looking for some engaging music( mainly electronic). Is there any source where i can find free music which i can use
without giving credits. Actually I am willing to give credits but different websites say different on giving credits, like some say it has to be on home screen etc.. and i feel confused reading all those documentations. Can someone please guide me through this? This is really important for my game.

spare gust
#

Hi guys, i am making a game in which gameplay is in a way related to background music. i am looking for some engaging music( mainly electronic). Is there any source where i can find free music which i can use
without giving credits. Actually I am willing to give credits but different websites say different on giving credits, like some say it has to be on home screen etc.. and i feel confused reading all those documentations. Can someone please guide me through this? This is really important for my game.
@low bluff hey! Double Shot Audio has exactly one electronic track that may fit for you: https://soundcloud.com/doubleshot-audio/sets/royalty-free-music
The one that I'm talking about is the Synthwave.

Listen to Royalty-Free Music | Free Stock Music for Your Project by doubleshot-audio #np on #SoundCloud

β–Ά Play video
deep pelican
stuck frost
#

anyone know if theres an event system for audio? so I can make stuff happen at different points in the music without having to use a bunch of timers or something?

#

......

whole pewter
#

fmod studio or wwise (which i'm not familiar with) if you don't want to hardcode / setup timing yourself

deep pelican
#

fmod ftw, unless wwise is free now

#

if you want to hack it you can set up an animation of the same length with animation events. Maybe the animation and audio will even stay in sync

whole pewter
#

you can also use timeline events - where they are called signals - @stuck frost to avoid timers -

stuck frost
#

@whole pewter Ah thanks! I have timeline installed already so i'll look into it

#

@deep pelican i'll also check fmod, thanks

turbid aurora
#

Iv been pretty unmotivated to work on my game for the past 2 weeks, dragged myself to my computer and decided I'll try making some trash music for it since it's easy to use boscaceoil and I'll get immediate results, but decided I wanted to do a good job so I tried finding info on how to set up a good song ect. In the end I spent an hour and nothing sounded even remotely good and I dont understand anything. My demotivation is deepening ugh

vague salmon
#

but decided I wanted to do a good job
found the issue

#

dont go into creative work with the intention of getting a good result (unless you're being paid lol)

#

focus on enjoying the process and experimenting

#

if you have fun doing it then a good result will come on its own

spare gust
#

I agree to @vague salmon. Try to focus on what do you enjoy on making music first. When the enjoyment is there, good music will be there.

Oh, and donβ€˜t be too overly critical about your work. What you consider trash is maybe gold for others. Keep it up, youβ€˜re doing a great job!

long tide
#

Hi guys, I have a quick question, is there a way to trigger a sound from the VFX graph on death event?

deep pelican
#

if you want to learn more about how to set up a good song, pay attention to the sound/music in all the media you consume. You'll notice similarities and patterns that you can use to accomplish your own goals πŸ™‚

frosty glade
#

Looking for a relevant wwise tutorial series. Any recommendations?

median shuttle
#

guys, how to solve sound volume lose? drive my car in RCC and when one sound blends into another I hear that volume of the sounds is reducing for a bit and then getting back to normal

deep pelican
#

huh?

median shuttle
#

dunno how to explain better πŸ˜…

deep pelican
#

what is "drive my car in RCC"

#

and how are you "sound blends into another"

median shuttle
#

I use this addon

#

it works okay with built in sounds. but when I use mine I hear that sound lose

deep pelican
#

probably because the sounds are 3d and you moved the listener away from the source or the source away from the listener

median shuttle
#

that's what I thought but default sounds work okay and this happen even if I don't move camera

#

I'll show in the video. uploading now

median shuttle
#

I don't understand what causes this weird issue

cedar bolt
#

how do I use multiple audio files in one audio source to play different sounds?

#

Meaning having a set of multiple files ready in an audio source to get played individually

spare gust
#

Hi @cedar bolt , you would need a script to manage all the AudioClips to be cycled through the one AudioSource.

stuck frost
#

Started a little tutorial series on using Fabric audio middleware with Unity! This week Is looking at implementing looping background music πŸ™‚ https://youtu.be/LDIbK_SIgVA

For this demonstration I used the 2d Beginner Complete Project from the unity store. It's a great tool to practise with.

Link to 2d Beginner Complete Project:

https://assetstore.unity.com/packages/essentials/tutorial-projects/2d-beginner-complete-project-140253

β–Ά Play video
frosty glade
#

exciting, I plan on taking a look!

stuck frost
#

@frosty glade thanks so much let me know what you think πŸ™‚

bright sable
#

Hey guys, quick question: I'm currently doing an fps game and I was tinkering with gunshot sounds. I find that mine pop quite a bit and it might be uncomfortable for most people, is there a quick way to fix this via audacity or something? Thanks in advance πŸ™‚
Edit: I'm not sure if "pop" is the right term but I hope it's enough for someone to understand what I'm trying to achieve.

frosty glade
#

is it peaking and distorting at the highest points? Also is it happening in the original audio file or just in your scene?

bright sable
#

There's a slight peak and it's on the original audio. The sound itself is not "bad quality" but it's a recording of a real gun so I assume it's normal.

#

I applied a limiter which took away the peaking, it does sound better now but I don't think I can do anything else to make it better since it's just how it sounds

frosty glade
#

did you record this yourself? (if so, cool) If it is clipping there might not be an easy fix to this

bright sable
#

Nah, I took this from the StillNorthMedia gun sounds pack

frosty glade
#

if it is a 32bit float track the sound is probably "hidden" somewhere in the file, but if not, the audio might have clipped too high and you will have to just deal with it.

whole pewter
#

@frosty glade wouldn't just normalizing it in audacity be enough

#

those peaks are making it overshooting

bright sable
#

I will try normalizing it to see if it gets me a better result than the limiter

whole pewter
#

take few dBs down and all should be good )

frosty glade
#

true true

bright sable
#

it's about the same result as the limiter to my uneducated ears so I'll just deal with it. It's just a uni assignment with no ties to audio, just didn't want to blow my lecturer's eardrums out or give him a headache ahah

#

Thanks for the help though, really appreciate it

whole pewter
#

it might be louder compared to other audio but I'd at least deal with pops which sound extra out of place - if that is not a concern you might as well let it be then

bright sable
#

oh the peaking is sorted and it sounds better now, sorry if I didn't make it clear

north pollen
#

Hi,
I'm RareDigs - A professional music producer & sound designer from England.

I have over 11 years of music production experience, including but not limited to - Composing, Sound Design, Foley, SFX and Film/Media Music.
I am currently available for any project you are looking to implement audio into, this could range from small tweaks with sound effects, all the way up to full original soundtracks & themes. No job is too big or small, and rates can be adjusted to any budget.

I have a large portfolio and a variety of exciting projects i have been commissioned over the years, from small indie games to large scale film scores. I am also a multi instrumentalist, playing piano, keys and guitar at a professional level, to name a few!

β€’ High level professional production value
β€’ Vast range of styles to fit any project
β€’ Rapid turnaround
β€’ 5:1 Surround
β€’ Seamless loops
β€’ Free Rewrites
β€’ Indie friendly price tag

Although truly a cut above the rest, I believe my music speaks for itself. Feel free to listen to my limited portfolio posted below with more examples available on request.
Please DM me on discord - Raredigs#0611, or find me on twitter @north pollen
https://rare-digs.bandcamp.com/

bright sable
north pollen
#

Reached out to a few of you, noticed there's many with difficult audio problems! Message me for any help πŸ™‚

frosty glade
#

nice

wide sentinel
#

tag me if you know

spare gust
#

@wide sentinel hi Mikil, that's Cubase I think.

wide sentinel
#

thank you @spare gust

subtle steppe
#

Does anyone know good websites that have free audio effects/clips?

tranquil pawn
#

yes, give me a second

#

I'm using this one

warped plover
#

Does anyone know what kind of agreements/documents I should get when hiring other people to create music for a game?

subtle steppe
#

@tranquil pawn thanks, I also got some effects from zapsplat

static plume
#

The free Tritik Krush is great for adding some crunch

rain spruce
#

Not sure if this goes in here but- Can anyone recommend a Midi input solution that works in Windows Builds? MidiJack is a popular one but it does not work in Windows Builds-

wide sentinel
#

Does someone know a good microphone under 100$ that I can buy for recording?
If you have or know anything please tag me and tell me which

deep pelican
#

SHURE SM-58 is around that price range

paper bison
#

disclaimer: the sm 58 is XLR, not usb

#

you need a separate audio interface to be able to plug it to your computer

tranquil pawn
#

The SM-57 is also very good

icy dagger
#

hey how do i put the music volume lower and adjust those things

deep pelican
#

window -> audio -> audio mixer

#

you add an audiosource component to the gameobject and adjust it's volume there or assign a mixer group and adjust it in the mixer or both

icy dagger
#

like when i got sfx

#

voice bg music

#

etc going on all together

#

that is tricky

stuck frost
#

why canΒ΄t I add my mp3 file to unity? Do I need to compress it or something like that?

queen prawn
#

why do all my 8 bit sounds, sound like ass in unity

spare gust
#

why do all my 8 bit sounds, sound like ass in unity
@queen prawn could you describe what is sounding like ass sounds like?

queen prawn
#

well i have an explosion sound that sounds completely different when played thro unity than it does playing on my pc

spare gust
#

could you describe more what is different?

#

less highs/lows/compressed/sounded smaller?

queen prawn
#

idrk how to describe it

#

im gonna see if i can record it

spare gust
#

strange. what is you audio import setting in unity for this file?

queen prawn
#

i just dragged it in from my file explorer

spare gust
#

can you click the audio file in unity and make a screenshot of the inspector?

spare gust
#

OK. that seems alright. How do you play the sound in Unity?

queen prawn
#

this is the only way i could get it to work

spare gust
#

Hmm, that is actually also alright. I have no idea why it sounded like that in Unity.

#

this is the only way i could get it to work
you mean with this it will sound alright or with this is still shitty?

queen prawn
#

its still shitty

#

i just tried explosion.Play() before and it just didnt play the sound

spare gust
#

OH WAIT I KNOW WHY

#

You are putting that on Update(), so as long as HealthManager.isDead == true, every frame it will do PlayOneShot

#

that's why it's shitty

queen prawn
#

ooooh

#

so if i do isDead = false in there it will only play 1 time

#

that works

spare gust
#

yeah. but it will kinda fuck up your game logic because you want the player to stay dead until you say it's not dead, not until you play an audio so i would put an extra bool somewhere else. whatever works better for you.

queen prawn
#

ill figure something out

#

thanks for the help

spare gust
#

no probs!

deep pelican
#

8-bit just means 8 bits per sample

#

imho the reason people like it so much is because back in the day you had to put a lot more thought and experimentation into sound design. Nowadays it's just too easy

shrewd lake
#

Anyone here knows a good/simple free for commercial use DAW?

#

It doesn't have to be very complex, I just need something to make some nice music for my game.

whole pewter
#
  • cakewalk, waveform
shrewd lake
#

ok thanks

spare gust
#

Anyone here knows a good/simple free for commercial use DAW?
theoritically Reaper is not free, but it's very cheap (60$) and does a pretty damn good job.

shrewd lake
#

60$ or very cheap. Anyway, already downloaded LMMS and it does the job

spare gust
#

cool!

cedar geyser
#

Does anyone here remember a video posted on one of the game dev subreddits a long time back about making more realistic collision/sliding sounds in Unity? If I remember correctly the video had a simple box that was bouncing around and at one point slid down an angled slope.
Alternatively other resources on making more accurate collision and sliding sounds would be really helpful!

#

Still, that's useful, thanks!
I'm trying to simulate dice rolling and I'm trying to figure out how best to emulate when they settle to the table (like when they're on an edge and then tilt flat onto a face). Obviously you can play effects when you enter a collision, but it seems like maybe I need to play another sound effect when my velocity dramatically changes?

#

Definitely -- currently I'm only simulating the sound of the dice itself which probably results in a too high pitched sound, but I'm changing the volume based on how fast the collision is, currently mainly by feel

stuck loom
#

How would I extract a squeaking sound out of a door sound effect? The audio file has things like creaking, groaning, squeaking, etc.
I need to separate the squeaking so I can alter it dynamically in Unity. But I can't get it to loop without a clear stop/start.

#

There's always that tiny pause or change in pitch/volume

#

I'm using Audacity

cedar geyser
#

so you're saying that you're trying to cut out a section of the audio file from a larger file? I'm not quite sure what you're saying. If straight up cutting the section out from the middle of the audio file and putting it in its separate file doesn't work because there's stuff too close to the front and end of the sound maybe you can add a modifier that slowly ramps up the volume and ramps it back down at the end to try to get rid of the bad stuff and make it cleaner?

stuck loom
#

not sure ramping up the volume in the middle would fix it.

#

just like if you drew a red dot on a texture, it wouldn't make it seamless.

cedar geyser
#

so you mean the bad sound is in the middle of the clip? I'm not an audio person so I have no clue, but maybe you could filter out the higher frequencies to only get the section you want? I'm not sure how to do that precisely but I'm sure audacity can do that

stuck loom
#

currently I'm not even sure what's causing the seam when looping. Whether it's a slightly different sound at the start that's like 0.1 seconds long, or a different volume or pitch.

#

if I knew I could just try to equal that stuff out at the end and start.

#

the audio clip is a door opening and closing at different speeds I think, causing a whole collection of different sounds. Somewhere in there is 1 or 2 very short periods of just squeaking. I'm trying to take that out so I can control when the squeaking happens and how loud it is (in Unity).

#

Even if I had a better clip with a lot more consistent squeaking, I bet it would not loop nicely

stuck loom
#

thank you ❀️

shrewd lake
#

Is there any music professional here who would like to spend 5 minutes to listen and rate my first piece of music for my game?

stuck loom
orchid sparrow
#

I have this audio file. When I play it via scripts it makes a pop sound (which i assume is the start of the audio file), but it lasts for about 3 ms and then just stops. Any ideas why?

spare gust
#

If you play it normally with the play button there it doesn't do it?

orchid sparrow
#

Nope plays normally

#

I can show my code if you want

spare gust
#

sure

orchid sparrow
#

https://hastebin.com/ugivemebuw.cs

Here's my AudioManager file. I didn't code this btw, this is a school group project and someone else got it so (probably from an online tutorial ngl)

#
if(movement != Vector2.zero)
        {

            animator.SetBool("moving", true);
            FindObjectOfType<AudioManager>().Play("Footsteps", false);

        } else
        {

            animator.SetBool("moving", false);
            //FindObjectOfType<AudioManager>().Stop("Footsteps");

        }```
#

thats my code to actually play

#

i removed the stop part thinking it could be that but

#

nope

spare gust
#

OK. Code looks fine, and if I could give you some feedback, doing FindObjectOfType<AudioManager>().Play("Footsteps", false); is really expensive. You should use a reference in the beginning.

Try changing the Compressioon Format in Audio Import Settings to PCM and see if it still does that.

orchid sparrow
#

Yeah, just was messing around testing

#

i have a singleton instance

spare gust
#

I could imagine as well that the FindObjectOfType is the one who created the 3ms pop

orchid sparrow
#

still doing it

#

Oh ok

#

1 sec.

#

@spare gust no luck

spare gust
#

try putting the audio clip into a normal audiosource without your audiomanager and see if that still creates a pop.

orchid sparrow
#

@spare gust sorry for slow reply, it doesn.t

spare gust
#

OK, when it doesn't then something in your AudioManager is causing that. I suggest that you try to comment this line s.source.pitch = s.pitch * (1f + UnityEngine.Random.Range(-s.pitchVariance / 2f, s.pitchVariance / 2f)); in you Play method to see if this is because of the pitching.

#

if not, try to do the line above with the volume

orchid sparrow
#

nothing

spare gust
#

nothing
@orchid sparrow still popping you mean?

orchid sparrow
#

yeah haha

spare gust
#

@spare gust sorry for slow reply, it doesn.t
@orchid sparrow and this one means in a normal audiosource it doesnt pop?

orchid sparrow
#

yeah it plays the sound as it should normally

spare gust
#

these are my settings for the audiomanager sound, something wrong with these?
@orchid sparrow this looks ok.

orchid sparrow
#

really confusing error

spare gust
#

I have no idea then, sorry man. Your AudioManager is doing something weird in the backend.

orchid sparrow
#

No worries. thanks for your help regardless

#

@spare gust ive fixed it lol

spare gust
#

?

#

how

orchid sparrow
#

pitch was 0

#

on the last image i sent

spare gust
#

aha

orchid sparrow
#

never noticed

spare gust
#

bahahah

#

ok that was easy. my eyes were not sharp enough without my coffee

orchid sparrow
#

Yeah man I just finished a long day of school & work

#

I'm super tired

#

Does anyone know somewhere I can get free sound effects, I want to use them for my game.

It's just for a school project so I won't be making money or anything

solar summit
#

hey! i'm a producer/vocalist from amsterdam with a big interest in video game scoring, i normally specialize in pop and electronic genres but i've recently started on a soundtrack draft that could work with a visual novel or story based rpg.

if anyone in here is in need of a soundtrack for their game, feel free to shoot a dm my way!
if i like your project and feel it will suit my style i'm down to work free of charge :)

here are some exmaples of my soundtrack type stuff:
https://soundcloud.com/aethertides/nullflower/s-kK3Y1SIgE6d
https://soundcloud.com/aethertides/childhoods-end/s-FPk67y59DTT

and to get my skill level across, here is my latest ep as an example of my poppy stuff:
https://soundcloud.com/aethertides/sets/everlasting-echo

wraith island
#

I'm creating a 2d platformer game and I'm looking for a sound when my player get hit. I tried to search for some but I think I'm not using the right keywords; Any suggestions?

stuck frost
#

Is there anything related to audio effects already in unity? Or is it an idea for the future

uneven crow
#

what should i export game sound effects as

spare gust
#

Is there anything related to audio effects already in unity? Or is it an idea for the future
@stuck frost unity has already a basic audio effects. Not much but some like reverb, echo, are there.

#

what should i export game sound effects as
@uneven crow you mean before importing to unity? Wav is preferred so you donβ€˜t lose quality before compressing in Unity.

ebon rose
#

How do you tell your script to play a audio clip? I keep having problems with this and all the tutorials I watch are either not what I'm looking for or way to unnecessaryle complex. Can someone help?

orchid sparrow
#

@ebon rose isnt it just <Clip>.Play()?

ebon rose
#

bruh

#

@orchid sparrow Waitw what? It shows me the red thing in visual studio. I don't have any clue on how to use clips so I may be stupid

#

But I dont know that

orchid sparrow
#

by <Clip> I mean a reference of your audio clip haha

ebon rose
#

Oh my god an I just that dumb

#

@orchid sparrow 'AudioClip' does not contain a definition for 'Play' and no accessible extension method 'Play' accepting a first argument of type 'AudioClip' could be found

#

error

orchid sparrow
#

ah

#

you need to

#

use an AudioSource

#

and play it from the source

ebon rose
#

But what if my game requiers to play clips

orchid sparrow
#

To play any Audio in Unity you need an AudioSource

#

brackeys has a pretty simple tutorial

ebon rose
#

Can I just DM you the script

orchid sparrow
#

want a link?

ebon rose
#

no

orchid sparrow
#

aight

#

DM me

steady axle
rancid imp
#

Does anytone know how you can get a "demonic" voice with audacity? Im looking at recording some voice lines

#

If anyone replies, can you @ me please

deep pelican
#

pitch down, increase bass, perhaps apply some distortion

stuck frost
#

How can I create my own original sounds for my game? For example, tape player turning on/off, etc

deep pelican
#

record a tape player turning on/off πŸ˜„

stuck frost
#

bruh

#

i mean like through software

deep pelican
#

the most original sounds are made that way but if you dont have the gear you can get by layering SFX that you download from the internet or modifying them somehow

rancid imp
#

If anyones looking for demonic voice lines, hit me up and ill send you what i just made

vague salmon
#

@stuck frost get creative

#

start with a sound that is somewhat similar to what you want and then modify it until you're happy with it

#

look up foley artists

#

essentially you can create sound effects that are really convincing on a really tight budget if you just take some time to think about the sound you're trying to make

stuck frost
#

@rancid imp it can be achieved quickly by duplicating a track twice. So 3 tracks of the same. Then the 2nd track pitch down a minor 3rd. Then the 3rd track pitched down a tritone. Essentially you want to get a diminished triad. Send them all to a reverb auxilery track. And ya done

rancid imp
#

@stuck frost i did it, i posted them above

stuck frost
#

It only sounds like its pitched down. Doesnt sound particularily demonic

#

You could also add in reversed breathe sounds between some words

craggy cove
#

Having good voice acting to start with is probably a big part of it

rancid imp
#

i feel attacked

craggy cove
#

Not meant to be an attack, just a general 'all the effects in the world won't act for you'

#

So I just listened to your thing, it sounds kinda like the bane mask

rancid imp
#

Oh i dont care, was just joking. my voice isnt cut out for acting, i have a horrible lisp

#

I am a solo dev, so i must attempt everything. Its how you improve πŸ˜›

craggy cove
#

The recording quality isn't great either; when you distort and shift and stuff that exaggerates low quality artifacts

rancid imp
#

Yea im only using my Steelseries Artcis 7 mic

#

When i move house and get back working ill invest in a "studio" microphone

craggy cove
rancid imp
#

@craggy cove ive got artisan to help me out

craggy cove
#

Ugh, preverb is so 90s

rancid imp
#

it sounds very demonic to me

stuck frost
#

@craggy cove no preverb used

#

theyre similar. none the less stop complaining lol

#

or do it better

deep pelican
#

90s > 2010s and so far 2020s

rancid imp
#

Whats a good player hit sound that doesnt sound gimmicky?

stuck frost
#

I have a question. How do you tell your VA how you want your character to sound?

deep pelican
#

let them do it

#

getting into character is their job
the better you've defined the character's behavior (animations, ai, backstory, etc...) the easier it will be for them

native stream
#

use references @stuck frost .

#

show them a performance (or multiple performances) you want them to draw from. you can ask for certain aspects in specific (timbre, pitch, speed, intonation)

rich fable
#

be really vague about it, don't give any references, tell them it's all great and then at the eleventh hour just as they've sent their deliverables, pull the rug from underneath them by telling them that doesn't sound like the character at all, and insist they do revisions free of charge

#

... I'm joking. Do the opposite of all of that.

craggy cove
#

I've been wondering, is there a state machine type setup for playing music in unity? Like mecanim, but for choosing what audio to play/blend between based on states?

wintry creek
#

Nope

#

you are looking for an external solution like FMOD or WWise

craggy cove
#

A shame.

#

The mecanim state machine is so good, I really wish it was easier to use for more than animation.

deep pelican
#

it's pretty easy to use animation events

#

you could use any FSM solution really. Playmaker for instance

craggy cove
#

Yeah, I just figured I'd ask about the obvious before I went looking for more complicated solutions πŸ˜„

whole pewter
#

another (good if its works) option would probably be timeline

  • (never worked with it this way intensively)
  • it can blend clips automatically - not sure sure if that includes audioclips -
    the 'any FSM/mecanim' is the most work then
wintry creek
#

problem with any custom made solution is that there are a lot of thing you need to account for

#

syncing clips, setting correct loop points

#

managing volumes, etc

#

it quickly scales out

#

if I had to do any kind of complex dynamic audio I would just install wwise

whole pewter
#

^ i don't disagree ;] i would only pick fmod studio instead

wintry creek
#

fmod is good too

whole pewter
#

unity editor is really barebones wrt managing audio pieces

wintry creek
#

it really sucks

#

I made my own sfx/music managers to be able to do cool stuff

#

Its really baffling that unity doesnt have a way to set loop points

whole pewter
#

yea,, there are those asset store things but never used one for this tbh ; might work though
and loop points are "reaaaly advanced" stuff cause there's no unity API for them lol

wintry creek
#

yeah lol

#

I just use PlayScheduled with some Math and a small crossfade, works nicely

craggy cove
#

I see no reason unity couldn't just let you do all the stuff you do with animations with audio... though that gives me SUCH a dumb idea...

#

making an animation for each music clip and controlling them with mecanim...

#

it is so stupid it might work...

whole pewter
#

it's not stupid if it works (tm) D

#

you should have no problems setting this up and e.g. react to state changes, but things like blending and mixing will be more problematic

craggy cove
#

I was thinking of keying the different audio sources, so mechanim blending could blend between them. Would have to test it.

wintry creek
#

you could just simultanouesly play all your layers and have the mechanic blend the audio sources

#

I do that for the game I am working on, just without the mechanim

craggy cove
#

That's what I meant, yeah

#

I already have timeline playing music as well, but that can go on top of the rest

whole pewter
#

oh right i used mecanim only in my imagination but if you implement your own statemachinecontroller and update volume of the clip from exposed blend variable that will definitely work ]

#
  • i don't even know if mecanim has any support for audioclips - but if yes it might be great solution -
deep pelican
#

@craggy cove you might also consider animating the AudioMixer πŸ˜„

#

go DJ

deep pelican
#

interesting... dj.io premium domain name.
mix.io is a cryptocurrency transaction anonymizer πŸ€”

whole pewter
#

changing animation target changes exactly nothing - you can animate street lamps once you know blending values - which is the point of the discussion

craggy cove
#

@deep pelican That's what I meant, yes. I'm primarily an animator and I forget the terminology of literally the rest of unity every time I'm not physically looking at the program. πŸ˜„

whole pewter
#

you meant blending audio sources
while at the same time blending audio mixer ? ;-)

well... things might get done in a complicated way, too i guess )

craggy cove
#

I mean creating an animation for each source at 'full,' and blending between those animations using the state machine

#

I haven't really fully developed the best approach, since as mentioned it is a stupid idea πŸ˜„

whole pewter
#

i know you already wrote that and i think it's a good idea

#

worth exploring - but i personally have no idea of possible outcome / viability

craggy cove
#

A lot will depend on whether unity throws random fits over it.

#

Like how for SOME weird reason you can't keyframe the zoom of an orthographic camera in an animator. But you can write a script that does nothing but change the zoom of that camera to a float, and then animate that float.

whole pewter
#

hmm but projection size of camera ( I assume that's what you mean by zoom ) is already float type
i think you have to rather normalize it to interval which animator works on ? --- no idea
(thankfully) not an animator ;p

#

on the bright side - volume is always in float [0..1] interval in unity editor lands - so that should help the animator to manipulate it correctly without any further conversions

craggy cove
#

@whole pewter What I mean is that that field in the inspector cannot be given a curve in the animator.

#

Unity just won't do it, for no apparent reason.

whole pewter
#

yea right it might need some custom stuff exposed just for animator

craggy cove
#

It is a float, scripts can set that float just fine, and those scripts can be animated just fine.

whole pewter
#

not all properties are made for animator OOTB probably

craggy cove
#

Like, it is a single line script that does nothing but take the float animated in the script's inspector and apply it to the float in the camera script.

whole pewter
#

which unity version are you on ?

#

they might have updated this over time if you're on some older version - but no idea πŸ˜‰

stuck frost
#

Is FL Studio good for music?

craggy cove
#

2019

wintry creek
#

@stuck frost yup

#

Any competent DAW is good

#

all of them can accomplish the same end result

deep pelican
#

it's 2020, they should go back to old name, FruityLoops

wintry creek
#

talking about FL

whole pewter
#

meh these prog metal kids nowadays D

wintry creek
#

I dont even know what I am doing anymore

#

I am just selling out at this point

#

the wonderful world of content creation

whole pewter
#

hahah yea it's hard for 'art' ]

wintry creek
#

but hey at least I got a killer guitar tone πŸ˜„

#

hahaha

whole pewter
#

liked the kicks too

#

you should have included the growl D

#

at least that was expected lol --

#

some people use FL exclusively since it's been around for so long

wintry creek
#

I started around 2012

#

it nice for a quick workflow

#

love its piano roll too

#

I just wish it didnt suck so much for orchestral stuff

#

took me like 3 days to set up my template due to shitty keyswitching

whole pewter
#

(when the time comes.)

wintry creek
#

There is also CUbasis which is a dumbed down Cubase, heard good stuff about it

#

I personally use garageband and fl when I wanna jam on the ipad, both are super usable

whole pewter
#

yep [got nanostudio2 but not using it much]; FL has mobile version but haven't heard good things about it

wintry creek
#

its not the desktop version but its competent

whole pewter
#

plausible ! the problem is choice as they say in the matrix

craggy cove
#

@wintry creek That sounds pretty great.

wintry creek
#

thank you! I was testing some new toys there hehe

whole pewter
#

hey @craggy cove just tried to animate size of ortho camera and everything works as expected
created clip, record, doubleclick to add your keyframe(s), set size and done; what's the problem/what asset store are you using with this/2019 is not a version πŸ˜‰ - this is 2019.4.1 (LTS) - but i doubt there is/was problem with this

craggy cove
#

Don't know the exact version I was using on that project, I'd have to open up the hub to check

#

2019.3.0a4

#

And I very well know how to animate in unity.

whole pewter
#

well that's pretty bad - that is na alpha version - the most unstable unity you can possibly get
but you're on .3 at least so opening your project in current 2019 LTS - which is 2019.4.1 - install it via hub - should be no problem

craggy cove
#

I have already moved past that version, but I'm not migrating that project.

whole pewter
#

ok so test your animation in something saner than alpha then

#

do just empty test project to test just that

craggy cove
#

I believe you.

#

After all, that's the expected behavior.

whole pewter
#

well i had to verify each step to eliminate any uncertainty you know - hard to tell what's causing it, it might be some asset you're using, unity version, or combination of both

#

but to move away from alpha as a first step is a good idea ;]

#

and don't worry - i almost never work with animation clips at all so i did all the clicking mainly for myself haha

craggy cove
#

ooooh, wait, no, it wasn't the animator that didn't work with it

#

it was timeline

#

I remember now

whole pewter
#

lol

rustic token
#

Hi all anyone here want to make some sci-fi sound fx for my space sim game. I cant pay but will credit your work. PM me.

whole zinc
#

So I'm rather unsure about something
I use LMMS to make all my music. It works pretty well and has a decent bit of options, samples, plugins, and effects. Sadly its MIDI support is kinda questionable.
My other option is FL Studio. I know there's other stuff but it's the only one that actually looks like any kind of upgrade.
My main question is it worth it to make the switch?
It's quite a hefty investment for me to switch

deep pelican
#

my 2cents: I always thought ableton was more intuitive when it comes to midi and promotes a more structured production process. FL Studio can do all the same stuff and I always preferred it over ableton due to my messy production process.

Some other good options are Pro Tools and Logic Pro

whole zinc
#

Ok thanks a bunch

wintry creek
#

@whole zinc is there anything you arent happy about LMMS?

#

or that you cant achieve?

#

If you have the money to invest, I would suggest FL or Cubase

#

FL producer edition is 200$ and extremely worth with all the stuff it comes with

whole zinc
#

Well one thing I'd like to be able to do is easily record midi stuff on one track and then be easily able to swap to another track and keep the recording going. Bringing in recordings can be a bit clunky. Midi timings are off
But these are really minor things that aren't all that important to me. I've just heard the benefits of FL and wasn't sure if it offered all that much more

#

I definitely don't have the money to invest in FL but I can save up if it's worthwhile @wintry creek

rancid imp
#

In unity, ADPCM is much better for file size, but do these settings degrade the audio in any way? Trying to understand how to get my project to be as small as possible.

spare gust
whole zinc
#

Hey is it possible to make it so that in certain scenes specific sounds have reverb? Like footsteps or a door opening for instance

full veldt
#

has anyone has a problem where the audio of you game just randomly stops?

#

It was working before but it just stopped and now I cant hear anything in the game in play mode

#

nvm solved it

deep pelican
#

yeah CapsuleJ that's called reverb zone

#

it's a component

whole zinc
#

Thanks

whole zinc
#

Anyone know of a good tutorial for implementing footstep sounds in-game that change based off the surface? Idk if it being 2D or 3D makes a huge difference or not but the game is 2D

wintry creek
#

@whole zinc easiest way is to tag your terrain with a layer and throw raycasts

#

Even easier way: make a function that throws raycasts and plays the SFX from you and trigger those from the walk/run animation itself

whole zinc
#

Cool thanks

deep pelican
#

it also helps to randomize the pitch a little

wintry creek
#

^^^

#

 public string PlaySFXWithLocation(string id, GameObject obj, float volumeMultiplier = 1, bool loop = false, float pitchMultiplier = 1, AudioMixerGroup sfxGroup = null)
    {
        AudioSourceWithId aux = CreateEmptyWithSource(obj.transform);
        AudioSource audioSource = aux.audioSource;

        //Chequeamos si el grupo es nulo, si lo es, reproducimos el sonido en el canal defecto
        if (sfxGroup == null) sfxGroup = defaultSFXGroup;
        audioSource.outputAudioMixerGroup = sfxGroup;

        SceneDataSO.SoundEffect auxSfx = data.GetSFX(id);
        audioSource.clip = auxSfx.sfxClip;
        audioSource.loop = loop;
        audioSource.volume = auxSfx.volume;
        audioSource.volume *= volumeMultiplier;
        audioSource.pitch = auxSfx.pitch;
        audioSource.pitch *= pitchMultiplier;

        //A la mala, exponer en los sfx mas adelante!
        SetDefaultAudioSourceProperties(audioSource);

        if (audioSource.clip != null)
        {
            audioSource.Play();
        }
        //StartCoroutine(CleanPositionalSource(aux));
        return aux.id;
    }

#

Thats what I usually provide my clips with, a base pitch and a pitch multiplier

whole zinc
#

Welp footsteps aren't going to happen for the game I'm working right now but I'll definitely keep this stuff in mind. Might copy the script for later if you don't mind me doing so

stuck frost
#

working on a thing where the audio fades of depending on the distance to the collider. Not tested.

Anyone want to take a look and offer any concerns, efficiency issues or whether it looks like the right approach?

Basically, the sound should be a shape of a box, maybe it's a large rectangle of "flies" or a long rectangular river. Instead of having an audio point, it's a collider that represents the source of the sound. Being within the collider = full volume. Outside = linearly falls off.

public class SoundZone : MonoBehaviour
{
    public AudioSource audioSource;
    public Interval<float> volumeInterval;
    public float maxDistance;

    private Collider2D col;


    private void Awake() {
        col = GetComponent<Collider2D>();
    }

    private void Update() {
        float volume = volumeInterval.max;

        if (!col.IsTouching(Player.Instance.GetComponent<Collider2D>())) {
            Vector3 playerPos = Player.Instance.transform.position;
            Vector3 closestPoint = col.ClosestPoint(playerPos);

            float dist = Vector3.Distance(closestPoint, Player.Instance.transform.position);
            volume = Mathf.Lerp(volumeInterval.min, volumeInterval.max, dist / maxDistance);
        }

        audioSource.volume = volume;
    }
}

Is there anything to do to improve this code? Ty!

deep pelican
#

that looks fine.
I'd have two AudioSource's on the object. One who stays in the middle and has no rolloff, and one that moves around the edge of the collider closest to the player with rolloff

#

and just switch between them onTriggerEnter/Exit

stuck frost
#

Thanks! I like your idea better since it simplifies the fact that I won't have to handle the Stereo Pan logic! :)

I guess I can have one Audio Source, and turn off the "fall off" if the player is inside, then turn it back on when it's outside. Will test it later

Also will try look for a way to reference the audio listener instead of hardcoding it to Player.Instance to make it more extendible to other Unity projects

deep pelican
#

yeah probably easier with one audiosource, i feel like switching would be a pain

stuck frost
#

@deep pelican finished and tested. Something simple I guess. Only 25 LOC. https://gist.github.com/aDu/d57b923c96f242e28fe029f3980c5123 Logic is just to move the audio source as close to the player as possible, but keeping inside the collider, so it's extremely simple logic.

Gist

Unity3D Sound Zone - Collider2D instead of point audio source (because Unity only supports audio coming from a single point or circle, instead of coming from a custom shape). AudioSource will move ...

deep pelican
#

very nice

stuck frost
#

It doesn't seem to work with multiple colliders though, only a single one. Might patch it later if it's an issue or look for another way to implement it. To anyone: feel free to send a "PR" to the code to improve it, but I probably won't work on it much as it is enough for my use-case. If anyone knows a way to make it work with multiple colliders, or a better way to improve it, let me know via a code change request/PR/or whatever it's called in Gist IDK

rancid imp
#

Anyone wanna do a lil voice line for me? πŸ™‚

inland rune
#

If anyone wants a nifty system for playing audio clips here's one I whipped up a while ago and find really useful to just drop into other projects. It allows you to set up collections of audio clips through scriptable objects. So if you want to make bullet impact sounds for a specific material, you can make a ScriptableObject, drop in the clips, set the volume and pitch and how much they are randomised by (+/- amount, not multiplicative), and then through a script easily play either a random sound or a selected index.
https://github.com/KaktuszSok/pyk-cyk-bis/blob/master/Assets/Code/Utility/SFXCollection.cs

#

And similar but for particle systems
https://github.com/KaktuszSok/pyk-cyk-bis/blob/master/Assets/Code/Utility/PFXCollection.cs

#

Only thing they rely on is this utility script, you can swap it out for your own version if you have one with minimal changes to the Collection scripts
https://github.com/KaktuszSok/pyk-cyk-bis/blob/master/Assets/Code/Utility/Autodestroy.cs

river moon
#

how do i get a sound to play at the same level no matter where the player is

#

for like UI clicks

stuck frost
#

@river moon does setting the Audio Source's spacial blend to 2D work for you?

river moon
#

nah

#

its already in 2d

stuck frost
#

Strange, I thought the spacial blend to 2D would work, it did work on mine.

Then uh, I guess the second solution would be to create the sound (or play the sound) in a child object of the Audio Listener.

#

setting its position 0, 0 relative to the audio listener parent

wraith island
#

I have a code that calls AudioSource.PlayOneShot(JumpSound); when the player presses the jump button.
It works, but if I try to jump multiple times in a row (the jump process is fairly quick), some of the sounds have delay.
Any idea why or how to find that out?

rancid imp
#

im trying to find a specific audio. its a chant. its just "Oa! Oa! Oha!"

#

you know the generic chant, but i cant see to find it

deep pelican
#

@wraith island have you tried stopping the sound before playing each time?

wraith island
#

@deep pelican You mean stopping the AudioSource? I don't want that though, I want the sound to play together (and it works, sometimes)

#

I tried it anyway now just to check, it doesn't seem to matter at all

deep pelican
#

what about changing the priority of the audiosource?

#

also is there empty space in your sound?

wraith island
#

there isn't any empty space in the sound, no. just fyi the length of the sound is 00:00.132 (132ms I believe)

#

Just tried setting the priority to 0 (highest), still same thing

#

@deep pelican any other ideas?

deep pelican
#

maybe you run out of voices?

#

like is it the only sound playing?

wraith island
#

It is actually

#

Is there a way to check if I run out of voices anyway?

deep pelican
#

in your project settings audio section you can specify how many, but the default is good enough

stuck frost
#

Did you set the audio source to 2D and not 3D

deep pelican
#

unless you're jumping 32 times at once

wraith island
#

yeah I saw that, I mean is there a way to check the current amount?

stuck frost
#

would be nice to see the audio settings of your audio file and audiosource

wraith island
#

I don't think I'm close to it, but perhaps something is happening I'm unaware of

stuck frost
wraith island
#

would be nice to see the audio settings of your audio file and audiosource
@stuck frost You mean this?

stuck frost
#

what about audio source

#

looks fine

wraith island
#

Wanna see Master Soundmixer too?

stuck frost
#

It looks fine. No need I think

wraith island
#

Ah yeah just noticed there are barely any settings in there. I also tried playing with them to fix it and it changed nothing

stuck frost
#

Maybe try playing the sound before some of the physics get executed

deep pelican
#

maybe there's something wrong with the code

stuck frost
#

I have no idea to be fair. The spacial blend is 2D (I'm not a pro), but when I set it to 2D on my project, it doesn't matter where the audio listener is relative to the audio source - so that looks good

#

no red flags I can see from your screenshots

wraith island
#

The code flow is pretty much starting from public void OnJump(InputValue inputValue) (new input system on message),
then leading to AudioSource.PlayOneShot(JumpSound);. I also added debug message to verify it's executing

#
            AudioSource.Stop();
            AudioSource.PlayOneShot(JumpSound);
            Debug.Log("JumpAudio state: " + JumpSound.loadState);
            while (JumpSound.loadState != AudioDataLoadState.Loaded)
            {
                Debug.Log("JumpAudio state #2: " + JumpSound.loadState);
            }
#

This is the code that plays it currently. Added Stop and the debug message (with the while) to check things.
The only thing I see is the "JumpAudio state: loaded", and it's happening when I press the jump, even when the sound is delayed

stuck frost
#

There shouldn't be latency since you have checked "preload audio data". So I don't know.

PlayOneShot is probably an asynchronous function

#

I don't think you need AudioSource.Stop()

wraith island
#

Is there a sync version of it I can try?

stuck frost
#

cause you are using PlayOneShot

#

no you shouldn't use a sync version cause it would delay your jump

wraith island
#

Yeah me neither, was just for testing

#

At least I'll be able to see if it's the issue though.

stuck frost
deep pelican
#

i'd try with two audiosources and alternate between them to see if that fixes anything

stuck frost
#

here is a sync version

#

I never knew PLayOneShot existed, so I relied on creating a child object with an audiosource for each sfx

wraith island
#

@stuck frost That's exactly where I got my loop from; it's not really a sync version and it doesn't seem to wait either

stuck frost
#

Seems like quite a few people experienced delays with PlayOneShot

wraith island
#

mm I'll try with separate audio source+play and then 2 audio sources then; hold on

stuck frost
#

use Base Latency in the sound manager (the thread) (not sure where to set it as I never touched that setting).

But there should be plenty of resources on Google since I can see quite a lot of results for it.

#

Does it delay all the time?

#

Have you tried opening the sound file in Audacity and seeing how much delay it has in the file

deep pelican
#

could be a bug in the new input system too, maybe it's the input message that's delayed

stuck frost
#

A lot of SFX have a delay in the files so I have to manually zoom in a lot and remove it

wraith island
#

@stuck frost it doesn't delay all the time no, but jumping like 3-5 times in a row is enough so it's quite quick to reproduce the issue

#

@deep pelican thought about it, which is why I added the debug message. It prints on time

#

I also tried to use "Best Latency" btw, didn't change anything

stuck frost
#

Hmmm, maybe try creating a child object with audiosource (that's what I do). Sorry I can't help much, I see no red flags in the info you provided, but luckily there's a lot of other users who posted similar problems and discussed online

deep pelican
#

bluetooth headphones?

wraith island
#

@stuck frost yeah that's exactly what I'm trying now (like I said :p)

stuck frost
#
  public void PlaySfx(AudioClip audioClip, float delay = 0f, Vector3 location = default(Vector3), float fadeOutTime = -1f, float fadeOutWhen = -1f) {
        if (audioClip == null) {
            Debug.LogWarning("PlaySfx - Null AudioClip");
            return;
        }
        GameObject temporaryAudioHost = new GameObject("TempAudio");
        temporaryAudioHost.transform.parent = transform; // To allow the sound to continue playing when the scene changes, otherwise if you create it at root, it will be deleted on scene change.
        AudioSource audioSource = temporaryAudioHost.AddComponent<AudioSource>() as AudioSource;
        audioSource.clip = audioClip;
        audioSource.volume = _sfxVolume;
        audioSource.loop = false;
        audioSource.PlayDelayed(delay);
        audioSource.outputAudioMixerGroup = AudioMgr.SoundAudioMixerGroup;
        // we destroy the host after the clip has played
        Destroy(temporaryAudioHost, audioClip.length);
    }
deep pelican
#

soundcard is a potato?

wraith island
#

@deep pelican nope, just sound coming from the laptop

stuck frost
#

feel free ot use this (you'll need to remove some lines of code and unnecessary arguments)

#

this works for me

wraith island
#

Just tested, it also happens with a child gameobject and audio source.

#

I've just used .Play() though, set everything else in the UI

stuck frost
#

I have audio mixer groups so i can mute/unmute audio etc

#

Hmm

wraith island
#

Perhaps it really is something about the new input system and audio, something about different threads or w/e.
I'll try to use a regular update for a second

#

nope, seems to still happen

#

did this, just fyi:

            if (UnityInput.GetKeyDown(KeyCode.Y))
            {
                DoJump();
            }
deep pelican
#

it happens in release build and debug build?

wraith island
#

ah just what I was thinking. Just trying to build now but looks like I've been missing few #if with editor, so trying to fix that now

deep pelican
#

hmm, i'm also wondering what the audio section of the profiler looks liek

wraith island
#

no idea what's that?

deep pelican
#

window -> analysis -> profiler, it should be below memory section

#

ah hah, that's where it says how many voices are being used

wraith island
#

cool give me a minute and I'll take a look

#

I'm not really sure what I'm doing wrong, but the Playing vs Paused in the analysis keeps changing. Total is always at 11,
but sometimes all 11 are paused, sometimes it's playing 4-7. Haven't seen higher than that. Even when I'm moving or anything.

#

Oh right I also added a 3d sound for some game objects! (made it 3d so it will make less sound when further away)

deep pelican
#

interesting

wraith island
#

ha that fixes it! I wonder why though

deep pelican
#

Another idea i had is to use 3 audiosources and only use Play()
then cycle through them so you get overlapping sounds but no more than 3

wraith island
#

That is, I have a a blade gameobject in my game that's going up and down on a track (multiple like that). Every time they start moving in a direction, they call .PlayOneShot()

#

To be exact, I have 4 objects like that (which explains why the Playing in the analysis is either 0 or starts at 4 and not below 44)

#

Why is that happening though? and how to fix it?

deep pelican
#

Use PlayOneShot less

wraith island
#

Use PlayOneShot less
@deep pelican That fixes it. I'm sorta happy and sad at the same time now :p
Not sure why, but changing the 4 objects to .Play() instead of .PlayOneShot made it work.
Just fyi:

  • Using .Play() for the jump wasn't good enough
  • Having only a single other object (that is, total 2 together with the jump) that does .PlayOneShot still wasn't good enough.
  • Using .PlayOneShot for jump and .Play() for all other, seems to got it working.
#

Weird, but at least it's working. Thank you both for your help! @deep pelican @stuck frost !

deep pelican
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no prob. I suspect it's because Play() uses a single voice, and PlayOneShot uses a new voice each time. If your sounds are designed poorly you could have an audio voice playing silence for example

stuck frost
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Thanks for the update msh91, will be useful knowledge next time I come across PlayOneShot πŸ™‚

stuck frost
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Hello, I'm working on a synthesizer. Trying to figure out how I can combine multiple different sound waves to play multiple notes at once but I had no luck figuring it out, was wondering if anyone could help. I have an empty game object with Audio Source and a script as components. This is the script I have so far:

using UnityEngine;

public class Oscillator : MonoBehaviour
{
    public float frequency = 440.0f;
    private float increment;
    private float phase;
    private float sf = 48000.0f;
    public float gain = 0.2f;

    void OnAudioFilterRead(float[] data, int channels)
    {
        increment = frequency / sf;
        for (int i = 0; i < data.Length; i += channels)
        {
            data[i] = gain * Mathf.Sin(phase * Mathf.PI * 2); // sine wave 
            for (int j = 1; j < channels; j += 1)
            {
                data[i + j] = data[i];
            }
            phase += increment;
            phase %= 1;
        }
    }

    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Z))
        {
            frequency = 440.0f;
            gain = 0.2f;
        }
        if (Input.anyKey == false)
        {
            gain = 0.0f;
        }
    }
}
rancid imp
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how can i smoothly transition an audio from left to right? i assume im doing it wrong.

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Because there is a clear cut in the middle

deep pelican
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do it at runtime

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much easier

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otherwise, overlap them and apply a volume curve to each

rancid imp
cedar geyser
#

Does anyone here work with clips of individual music notes? I'm looking for a good way to find note recordings for various midi instruments that I can use to play the midi track

cedar geyser
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Apparently a helpful search term is "multisample"

stuck frost
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I don't know if I'm readin that right do you want like a 1 second sample of a note from a specific instrument?

wintry creek
cedar geyser
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I'm making basically a music visualizer that displays midi tracks

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but I want the notes to be spacialized

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so I'm looking for recordings of individual notes yeah

cedar geyser
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Thanks! I'll definitely look into that since it seems like they're obviously doing something with the note timings

wide sentinel
stuck frost
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does anyone who works with fmod know what the problem is here? how can i open my project if it wont let me migrate?

wintry creek
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@wide sentinel Cubase 5

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If you need a frew daw you could use LMMS

wide sentinel
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I tried LMMS but I had some struggle learning it so I thought I might try this out but that costs way too much for me

wintry creek
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yeah most daws are expensive

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Reaper is 60 free to try forever and 60 to buy

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FL is 200

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for the good edition

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fruity edition lets you work with midi tho

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for 99

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but yeaaaah you will have to deal with some limitations or bad worfklow with the free alternatives

deep pelican
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sadly nobody figured out yet how to offer digital audio workstation as a service (AFAIK)

definitely possible though from looking at nvidia NOW

wintry creek
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Splice has a Studio One as a rent to own model @deep pelican

deep pelican
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that model doesn't work for producers though. I never met anyone who made enough from their productions to pay for their DAW

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that looks pretty good tho

wintry creek
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most producer are in red tbh

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so any kind of model is bad for them

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rent to own its at least decent

deep pelican
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still not economical to stream 24-bit audio at 96khz 😦

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thats why there's now DAW as a service

vague salmon
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That and latency sucks ass

wintry creek
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yeah

misty flicker
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Cakewalk is really solid free DAW

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it's basically only previously commercial DAW on that list that isn't somehow stripped down in features, rest of the "free" counterparts are more like demos/trials in functionality

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I also don't even get why list things there that don't support vey basic things like VST's πŸ˜„

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they are pure product demos IMO

whole pewter
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.. Waveform is free and complete

(never studied its any licensing limitation which I never noticed)

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not to mention Garageband

misty flicker
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if you don't need that much functionality, then I suppose yes

whole pewter
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what that much functionality

misty flicker
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I've never user Waveform though or Traction though so can't really compare

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stuff like content you can pretty much neglect on all free versions: you won't get expensive processing VSTs for free in any of these

whole pewter
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huh

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what

wintry creek
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You dont even need them there is a ton of free vsts out there that do the job

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both processing and vstis alike

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I deff dont use any of the FL stuff that much

misty flicker
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anyway the point I was trying to make was simply that other items on the list (beyond LMMS) are in some way watered down versions of a commercial products, where Cakewalk is literally the previously top of the line most expensive DAW Cakewalk did before they sold it onwards and new owner made it free

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it's fully featured daw, like LMMS is in a way

wintry creek
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yeah its decent

misty flicker
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but LMMS really shows the open source roots in usability

whole pewter
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you have no idea what youa re talking about please stop

wintry creek
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I kinda agree tho most "free"daws are extremely gimped

misty flicker
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there's nothing wrong in what I just wrote

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can you expand?

wintry creek
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if your daw doesnt support vsts i wouldnt even call it a daw

whole pewter
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both waveform and garageband are fully featured daws you can produce complete albums on

misty flicker
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I didn't mean that

wintry creek
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thats why i said most not all

misty flicker
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like gagareband is a thing on it's own but for waveform, it literally is the entry level product where they sell more featured expensive one

whole pewter
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k man have you ever used it ar are you reading the interweb and writing your opinions ?

misty flicker
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I have a feeling you didn't read my points at all and just want to get into some debate here

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I even pointed out that much of the difference between the commercial version is in content - which you have to neglect if you get the product for free

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anyway I'm done, I have zero reason to end up here with some pointless internet argument

whole pewter
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have you used it or just looking at pricing matrix
it's fully featured DAW

wintry creek
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nobody is arguing that lol

whole pewter
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^

misty flicker
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yeah, I'm totally done

whole pewter
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good

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so to sum up - completely usable free DAWs without limitations and full VST support:
LMMS
Waveform
Cakewalk
Garageband
has anybody have something to add to this

wintry creek
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keyword is usable

whole pewter
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oh, forgot about first Nanostudio
which si but still usable but more internet archive curiosity at this point

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(that has jus its own drum/synth without VST support though)

wintry creek
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out of all of those waveform seems like the one I would take into a deserted island

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or cakewalk hmm

whole pewter
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waveform has its quirks and its usable but requires let's say... discipline haha; good for VSTs testing

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would love to have VST support in FMOD Studio but I think main problem preventing them to do that is banks exporting and sharing maybe

rigid jolt
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Hi, may I know what is the best way to start looking tutorials and resouces on composing music for my game

whole pewter
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@rigid jolt pick the tool you'll be using and look for tutorials for it

proper salmon
#

There's a whole lot of workshops coming up for agjam, with some entry level ones there! https://itch.io/jam/agjam

itch.io

A game jam from 2020-07-17 to 2020-08-14 hosted by agjam. About AGJam 2020 The Audio Game Jam is two week online jam, running from 6pm Friday 31st July to 6pm Friday 14th August . It will preceded by two week

rigid jolt
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@r618 alright but lets say where do I go if I want to learn more on how to make my track sound good? Do you have any techniques that you use?

whole pewter
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there is no answer to that πŸ˜‰ - all daws have their own specific ways how to enhance the sound - you usually put som extra audio processing/effects on top
also, 'good' is subjective ] - there are many free VST plugins usually of reverbs/delays type - good to start adding that

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if you're asking about composition in general then .. idk - i dont make my own music as in 'a finished product in a game'

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wanted to check bitwig but ironically their web is down - i don't think they have free version of anythign though

inland rune
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@rigid jolt all the music theory that you need is available for free on youtube, most important is that you understand scales/keys, rhythm and how it affects the perception of a note (you'll figure this out on your own), and basic EQing and not having too clustered or too sparse a frequency spectrum. And a general music theory tip is to focus as much or more on removing instruments as on adding them, to make your track progress nicely and not get cluttered up. If you want tips on how to make good melodies, a quick rundown is:
Choose a key
The root note is where your melody dances around
You can follow the chords but don't have to
Repetition - ABAC sort of structure, where each letter is a short "phrase"
Spice up the rhythm - lay out a general structure with 1/4 and 1/8th notes, then lock your grid to 1/16th notes and try adding/moving some stuff around

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I suggest you choose a genre you want to go for and look for a beginner tutorial to get the music theory aspects involved in it

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as for software, I use Reaper since it's "free" (like winrar) and does pretty much everything you'd want from a DAW.

whole pewter
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winrar ! / does it run after 60 days @inland rune

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lol good to know

inland rune
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finding good samples and VSTs can be hard so here's what I recommend:
VSTs:
-Download Synth1 and Synth1Librarian, along with a 10k preset pack you can find on reddit if you google for Synth1 presets. This will be more than enough for all your melodies and chords.
-If you want something a bit more dynamic and easier to play with, I also recommend Helm and its various free presets you can find online.
-There's also Surge which is probably the hardest to get the hang of yourself but it has the best sound, especially for the mid- and high-range as well as ambient sounds.
-For effects, TAL has some free stuff like reverb and bitcrusher. Deadmau5 has an amazing free utility effects pack which comes with a bunch of things including a Convolution VST which allows you to make anything sound like it was recorded in one of many different rooms/environments you can choose from. Great for lo-fi, reverb, weird effects, etc.

SAMPLES:
Most of mine are from google and reddit. I think there are some free(?) KSHMR packs, I got one from a friend on USB and it has some badass percussion and effects.
Musicradar has a seas of samples of alright quality, with some surprisingly good ones if you're lucky.
My go-to cymbals are Paiste Cymbals, got it from reddit
There is also a hard-to-find google drive folder with some amazing electronic samples from Neurohop Forum (which is long dead). Look up NHF Sample Pack, if you can't find downloads to all of them then PM me. I think pretty much all the kicks I use are from that nowadays.
Another good one I found recently is Dan Wray Deep House Drum Samples on reddit, some nice powerful kicks which I found hard to find earlier

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I haven't spent a cent on audio production for the year or so I've been at it and I haven't come close to even understanding the skill cap of the free alternatives

whole pewter
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^ yep
was forced to spend some dough on iOS but it's totally worth it

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(the problem there is that the developers are usually awesome but with them prices i'm afraid it's not guaranteed to be sustainable in the long run ; but that's whole other issue )

fathom sphinx
whole pewter
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has none

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oh i know just i'd expand the bass

whole zinc
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@rigid jolt https://lmms.io/lsp/ is definitely my personal favorite DAW. It's kinda like a light free version of FL Studio that gives you a bunch of options. Also a ton of excellent samples

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Its samples tend to be a bit more old school sounding and not realistic at all but they're still fun to work with.
Its UI can be really difficult to start with but there's a lot of tutorials on it

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@fathom sphinx that's an awesome track. Doesn't sound like there's anything that should be changed there

inland rune
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@fathom sphinx I'd say turn down the reverb a bit for the instruments that don't really need it and sidechain the sub so it ducks the bass

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especially around 3:06 the bass and sub are interfering

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alternatively if you want the sub to take precedence over the bass, turn down the bass 3-6 dB when the sub comes in and also turn down the sub 1-1.5dB since it sounds a tad too loud to me

stuck frost
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can anyone help me get started with LMMS by any youtube tutorial etc?

tranquil shore
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feedback?
@fathom sphinx like r6 said, expand the bass.

rancid imp
deep pelican
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nope

rancid imp
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Fuck

dreamy garnet
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I mean, it sounds like a guy doing a womans voice.

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So that's 50%, right?

vague salmon
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to me it just sounds like a guy doing a falsetto

ashen plank
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^^ Yeah

craggy cove
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Does anyone know a good, free or cheap software that can auto-tune audio files? I am not hugely up on all the terminology so am not sure what to efficiently search for(a quick googling mostly found phone karaoke apps or plugins for thousand dollar suites).

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I have Audacity already, so something that integrated with that would be especially nice.

whole pewter
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you want pitch shifter ?
but what tune shoudl the auto tune tune to ? )

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audacity has some batch processing support too I think

craggy cove
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@whole pewter I'm honestly not sure. Basically, I have a person making a speech and would like to make a cheesy song out of it. I've seen it done before, but don't know enough of the terminology to be sure of what to search for.

whole pewter
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you maybe want vocoder

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.. and searching dierctly for something like 'free autotune' should work too
it might look confusing i think if you've never worked with that but its basically just vst pluign usually / which there might be free /evaluation version / idk about a concrete free one

craggy cove
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Yeah. I will probably just have to dig through till I find a suitable one

misty flicker
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@craggy cove you mean tool like Melodyne but for free

craggy cove
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And probably much less comprehensive.

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Like, there are literally 200 apps for this on my phone but those are all for basically karaoke. You'd think non realtime stuff would be easier >.>

misty flicker
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no idea if that's any good

craggy cove
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That's in the queue, I will be trying a few I imagine

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Thanks πŸ˜„

obtuse venture
stuck frost
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Hey is there a way to make PlayOneShot loop? πŸ˜„

whole pewter
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no

stuck frost
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How can I then play audio clips that loop overlapping ?

whole pewter
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use more than one AudioSource

stuck frost
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Aaaaaaaah

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πŸ˜„ Thanks!

stuck frost
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I'm trying a new approach, putting the audioclips and audiosources in an arary

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array*

stuck frost
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"Clips[0] = Resources.Load("Audio/birds") as AudioClip;" Does not seem to work... how do I initialize it properly?

deep pelican
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because you got the same audiosource twice from GetComponent

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use GetComponents

stuck frost
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Thanks MICKEN!

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You guys don't happen to have a programming example with multiple audiosources and audioclips? Can't seem to find with googooli :<

uncut spire
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hiall, is it possible to scrub audio in the timeline without entering playmode? Thanks

whole pewter
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it was supposed to appear at some point during 2019.x cycle possibly (?) I think; probably never made it ]

wintry creek
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Unity doesnt even have perfect loop point support scrubbing is out of its league lmfao

plucky sun
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Hey guys, I'm facing a bit of a problem with a Video Player... Is there a way to make the Video Player's audio not depend on the audio listener's position? Like, I want the video's audio to be fed directly to the audio listener but I can't find any options that do that.

deep pelican
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put listener on the same gameobject

plucky sun
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You're right, thank you so much... I'm dumb πŸ€•

deep pelican
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teamwork! 🀝

wintry creek
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@plucky sun or change the fallout curve!

plucky sun
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For anyone curious, I ended up adding an "Audio source" and assigning it to the Video Player. That made it so with an Audio Listener on the same GameObject, the audio came out as I wanted, clear on both channels.

whole pewter
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note i was talking specifically about scrubbing in timeline and in edit mode - but it looks like this isn't supported in playmode either (thought it was -)

stuck frost
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is magix music maker worth it?