#πβaudio
1 messages Β· Page 10 of 1
this is the exact kind of music im going to copmose for my game but using orchestra
oh nice!
i think i understand what you mean
I mean, I want more variety, but I also want to keep it atmospheric
movements are the wrong word too...
what's the right word.
But if you listen to Lots of atmospheric Nintendo music, they have a good amount of sections
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
but i understan
yeah haha
So you said the second was your favorite of the 3?
I didn't finish any of them but
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
Hah!
that's an interesting idea
I'd love to have better orchestral instruments, but first I want to choose the best daw
And I want to know if I'm going to be serious about music or not haha
2 is the best
the other two are too dry to fit a water themed environment
tried some more stuff today
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
@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
thank you! yours sounds nice too
@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
oh yeah?
Thanks! I'll look into that
I'm enjoying your desert theme too!
Funny enough, I think my first piece actually fits more to a desert temple than a water one
since you mentioned desert haha
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
it happens
Hah, nice.
What kind of dungeon?
The dungeon in our game is supposed to be dark and eerie, I wrote another track for it that came out quite nice
I'll render an mp3 and post in a moment if you'd care to hear it π
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
yeah
ooh!
sorry for the delay the machine i make music on is quite slow nowadays π
The beginning is really strong!
fair warning, the end gets quite loud I probably need to compress it a bit more
thank you!
ooh!
I'm liking this
THOUGH!
If I were to make one suggestion
I think it'd be very powerful if the organ, when it comes in, starts with a completely different rythm
at around :50
I appreciate the feedback! I will have to play around with that
I'd hold the second organ note for 2 measures
instead of having both the first organ notes held for 1 measure each
It'd make the piece sound way more asynchronous, which falls into that weird nature of it
It's bizarre though, Ilove it
I'm still listening though, havne't finished yet
I'm getting some Zelda vibes from the beginning btw
Love it
thank you very much thats a big compliment! thanks for checking it out, I'll try out playing with the organs rhythm
I think that could be a really nice touch, make it even more eerie
Cause right now the Organ's rythm is very similar to the previous section's
Long full measure notes
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'
right yeah haha
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
Hey, if you ever edit it, you can DM or Ping me
Ok! Haha
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"
Thoughts?
How could I improve it?
I also never finished it
Like most of my tracks π
I think it really picks up well after 30 seconds
The usual complaint I used to get with this piece was that the instrument at :50 sounded out of place and strange
I can see that, but also I think the context of having a sci-fi game behind it would fix that personally
Yeah I kinda agree there
I feel like that's why it fits well as a sort of main menu theme
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
At 1:30 it's completely unfinished haha, but that's actually quite a cinematic idea!
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
I'm not sure, I always struggle with balancing writing more parts vs looping longer
yeah haha
I agree though, it could loop there
I originally composed it as a sort of "Cave Theme"
I think that piano + intro is really good, I think you could make it fit with any setting really with the other layers
I do think the sci-fi aspects work well though!
thanks for the feedback!
of course! its a good track π
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"
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
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
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
haha
Also thank you!
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
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
true!
Though, I think right now I'd probably be most interested in working on someone else's game
I think that's a better first step
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
There's some parts of it that I'm quite proud of
1:08 onward I think is the half I'm proud of
This is my single "Cross Your Mind" from my upcoming album constellations.
This track was an attempt at making a song that sounds and feels like Twenty One Pilots.
anyone knows where i can get good guns samples
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
What do you guys think of this water track I made? Went for kind of a bioshocky/spooky underwater vibe
I wanted to add another section/loop after the initial one but nothing really felt right so I am not sure
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
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')
Really cool, interesting π @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.
Good idea! I appreciate that thank you π
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
I do see "Water" When I hear this
not under water
but dark dank and atmospheric
The repetition is interestingly noticeable, usually repetition is good for an atmospheric piece, but perhaps the short musical phrase stands out around 2:00
Yeah, the repetition there is definitely noticeable
perhaps create a longer phrase
@native tide, sorry, realized I never pinged you
some experimentation I did today
interesting atmospheric sounds
without the metropolitan sfx
30 secs onward could have been some sort of strange Zelda dungeon, hah
The metropolitan sounds gives it an entirely different feel, however.
Like a hazy and trippy feel
yeah it wasn't specifically for anything, so i just sort of made it up as i went along
the atmospheric sounds btw are spitfire labs london ambience
Thanks, I'll look that up
@compact wren that was really cool made me think of like a dishonored vibe
@native tide ty, i see what you mean about dishonored, maybe it's the cello slide that gives it that kinda vibe
Can someone help me Loop a audio clip please? Its 30 seconds long
Whaddya mean by that? Theres an option to loop in every AudioSource, unless you mean to make the clip longer
i mean edit an audio clip so it loops seemlessly
I'd suggest getting a free audio software? (like WavePad)
Ive got audacity but dont know how to edit the audio file to loop it
I'm not sure then
@rancid imp a technique which can work in audacity is to duplicate the clip, reverse it, then place it after the intial clip.
i've done this a few times before
make sure the audio clip starts at 0db
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
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
wut
@snow parcel what is that
do you need it?
my audio was working fine before
and i loaded unity back up, and it wasn't working
wdym
this?
@snow parcel
no its not muted
and how do i create an audio mixer group
i did, doesnt work
still doesn't play any audio
hey guys im looking for sound samples for an FPS game... any one got a good site with samples for me?
what is the best free sound effects site for unity?
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
@safe vigil
in order to hear audio, you need an audiolistener in your scene
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 ?
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
documentation is unclear about whether the editor scene view camera has an audiolistener
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...
and on the vid, the camera with the component doesnt move at all
why do you need to hear sounds in editor mode?
i think the reason you can't is because there's no good reason to do it
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
I want to share with you my Unity Audio Design portfolio: https://www.youtube.com/playlist?list=PL_w-v80hrjMJSnTuSzULB6KoJJLazH-uC
guys
need
help what is the best way to generate sounds and what software should i use?
sfxr
how do i fade out volume of some audio when i get further away from it?
Guys I'm pulling my hair out over this one. My project wont unmute
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
restart unity?
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.
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.
that would happen once you hit play, because now the audio is coming through your game
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
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
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!
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 π Let me know what you guys think
it sounds more ambient than last time too
and spacey
and I like how you took a note away from the phrase, as far as I can remember
It's more in the background now
though at 1:24 I would take out the bell for a bit
The bell is a little too consistent still @native tide
But definite improvements!
really cool!
the constant ambience helps though, it actually makes it easier to zone out to
which is great for certain game music
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
and 1:24 is a great place to cut out the bell for a bit
I think that's the part in which the wave is introduced
@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!
Anyone working with FMOD here?
Yes, hello! @lapis panther
@lapis panther
?
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
I'm using FMOD 2.0.8 and Unity 2013.3.9
@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
Check if you accidentally activated the Mute Audio button in the editor...
Check if you accidentally activated the Mute Audio button in the editor...
@green roost God I'm stupid sometimes, thanks, that was it!
π
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
@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 What's the
WoodHit1reference? You might be looking foraudioData.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 π
@fringe yarrow Gootcha happy to hear!
Today I started getting white noise when I play my game in build mode, despite there being no active audio sources in the scene π
it's probably your hardware
That's not the issue in any other software or game though
so when you disable your listener it goes away?
Also now it started doing this
Unity is haunting me
Something's not right, I removed the audio listener, but when I build the project, it's still there on the prefab
:S restart unity
I did, sadly same issues lol
Undock it and redock it
https://soundcloud.com/saeed_barari/spectrum-fl-mobile-trailer
U could use itfor any project
Listen to Spectrum [FL mobile] TRAILER epic cinematic electronic by Saeed Barari #np on #SoundCloud
Anyone here used audacity b4?
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?
modify what? the master volume? expose the volume parameter with right click, get the AudioMixer in code and call AudioMixer.SetFloat
It solved! Thanks for help!
ohhh any game audio people here?
sup dawg
If there arent any audio people here i want my internet bandwidth back
Heh
What do you need LMondegreen
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
there are many possibilities
you can check on freesound, or you can you can synthesize, or hire/collab with someone that will do it for you
synthesizing this kind of sound is pretty simple tbh, if you knwo what you're doing
small question, would it really affect performance if there was a a lot of audio sources in a scene?
yes it would
but for you to get actual delay from it, it's gotta be a lot of sounds, prob combined with other factors
but there are some optimizations you can do yourself to avoid this
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)
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?
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
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
places bet on #3
Can someone help me with audiacity? its a super quick question
why will it only play up until the end of the first clip? does the longest clip need to be at the top?
Neevermind
some sound effects for a game im making
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?
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
im pretty sure you just set the volume to zero
zero in digital realm is the loudest. -inifite is the lowest. @vague salmon
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
wat, best we can do is -80 with attenuation effect
that should be fine
you should be able to set them up in a prefab
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
-100 seems to be the minimum for lots of programs
which is like
definitely not silence
@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
@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.
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
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
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
if it wasn't clear so far - no you can't customize audio clips this way directly
hmm I'm not entirely flowing. the audio clips are not in the scene hierarchy. i cannot add the audio source component to them
yet they are being played. i suspect they are being instantiated into the scene
thanks man : -)
NO they're not ''instantiated into the scene' - unity previews them as all other assets
thankyou for the clarification. im opening unity now to check if i can add audio source component to it
you can't
so they arent in the scene. they arent instantiated. they dont have an audio source. how am i hearing them?
do you understand what 'preview' is ? π
you can't assign AudioSource to them for the same reasons you can't attach Rigidbody on a mesh model
until you make a prefab out of it
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
that sucksss
but fair enough
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
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
π
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' )
yeah seems having 12 years of audio software experience means nothing when you enter the realm of unity
especially when you bring your preconceptions with you ]
hard to avoid. though true
in short assets and scenes - or game objects to be more precise - are not the same thing
prefabs are halfway through
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. π
yea
What line of code allowes you to repeat a sound effect
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
you should learn C# separately.
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
Ok
This is why micken recommended to learn C# since these are things you learn as you learn C#
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?
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.
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
@spark scaffold https://docs.unity3d.com/ScriptReference/SceneManagement.LoadSceneMode.Additive.html
using this loadscenemode will add the next scene to the current one. Then you can wait for your clip to end before unloading the previous scene.
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?
......
fmod studio or wwise (which i'm not familiar with) if you don't want to hardcode / setup timing yourself
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
you can also use timeline events - where they are called signals - @stuck frost to avoid timers -
@whole pewter Ah thanks! I have timeline installed already so i'll look into it
@deep pelican i'll also check fmod, thanks
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
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
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 donβt be too overly critical about your work. What you consider trash is maybe gold for others. Keep it up, youβre doing a great job!
Hi guys, I have a quick question, is there a way to trigger a sound from the VFX graph on death event?
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 π
Looking for a relevant wwise tutorial series. Any recommendations?
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
huh?
dunno how to explain better π
I use this addon
it works okay with built in sounds. but when I use mine I hear that sound lose
probably because the sounds are 3d and you moved the listener away from the source or the source away from the listener
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
here's video with normal sounds:
https://youtu.be/8imovNfQZdw
and here's video with sound volume lose:
https://youtu.be/96DkcbYfWL0
Unity 2020 06 06 21 30 35 19
I don't understand what causes this weird issue
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
Hi @cedar bolt , you would need a script to manage all the AudioClips to be cycled through the one AudioSource.
Started a little tutorial series on using Fabric audio middleware with Unity! This week Is looking at implementing looping background music π 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:
exciting, I plan on taking a look!
@frosty glade thanks so much let me know what you think π
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 π
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.
is it peaking and distorting at the highest points? Also is it happening in the original audio file or just in your scene?
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
did you record this yourself? (if so, cool) If it is clipping there might not be an easy fix to this
Nah, I took this from the StillNorthMedia gun sounds pack
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.
@frosty glade wouldn't just normalizing it in audacity be enough
those peaks are making it overshooting
I will try normalizing it to see if it gets me a better result than the limiter
take few dBs down and all should be good )
true true
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
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
oh the peaking is sorted and it sounds better now, sorry if I didn't make it clear
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!
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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/
Music Producer & Creative Sound Designer
All enquiries please email - raredigsmusic@gmail.com
Or get in touch on Twitter -
Way better than before
Reached out to a few of you, noticed there's many with difficult audio problems! Message me for any help π
nice
Someone know the program used in this video?
https://www.youtube.com/watch?v=96oKiFqCYWA
βΊ Full song at - 6:29
βΊ Redone version at - 7:44
Fire Level Themes. They are very heavy and sizzly. Booming bass and percussion, strong brass, maybe some choir stuff, etc. Fire Level Themes have a way of saying "oh wow, you're probably in trouble or something. nature did not ...
tag me if you know
@wide sentinel hi Mikil, that's Cubase I think.
thank you @spare gust
Does anyone know good websites that have free audio effects/clips?
yes, give me a second
@subtle steppe https://freesound.org/
Freesound: collaborative database of creative-commons licensed sound for musicians and sound lovers. Have you freed your sound today?
I'm using this one
Does anyone know what kind of agreements/documents I should get when hiring other people to create music for a game?
@tranquil pawn thanks, I also got some effects from zapsplat
The free Tritik Krush is great for adding some crunch
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-
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
SHURE SM-58 is around that price range
disclaimer: the sm 58 is XLR, not usb
you need a separate audio interface to be able to plug it to your computer
The SM-57 is also very good
hey how do i put the music volume lower and adjust those things
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
why canΒ΄t I add my mp3 file to unity? Do I need to compress it or something like that?
why do all my 8 bit sounds, sound like ass in unity
why do all my 8 bit sounds, sound like ass in unity
@queen prawn could you describe what is sounding like ass sounds like?
well i have an explosion sound that sounds completely different when played thro unity than it does playing on my pc
could you describe more what is different?
less highs/lows/compressed/sounded smaller?
idrk how to describe it
im gonna see if i can record it
well heres what it sounds like in unity https://gyazo.com/eea4ad35298267b5de4251fa02f34107
and this is what it is supposed to sound like
strange. what is you audio import setting in unity for this file?
i just dragged it in from my file explorer
can you click the audio file in unity and make a screenshot of the inspector?
OK. that seems alright. How do you play the sound in Unity?
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?
its still shitty
i just tried explosion.Play() before and it just didnt play the sound
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
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.
no probs!
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
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.
- cakewalk, waveform
ok thanks
Anyone here knows a good/simple free for commercial use DAW?
theoritically Reaper is not free, but it's very cheap (60$) and does a pretty damn good job.
60$ or very cheap. Anyway, already downloaded LMMS and it does the job
cool!
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
it looks like there are some really cool and really expensive assets out there that can do it, but I don't particularly plan to drop $30 on this prototype just yet... https://assetstore.unity.com/packages/tools/particles-effects/impact-physics-interaction-system-161617
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
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?
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.
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
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
thank you β€οΈ
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?
https://gamedevbeginner.com/create-looping-sound-effects-for-games-for-free-with-audacity/
I feel like this should be pinned.
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?
If you play it normally with the play button there it doesn't do it?
sure
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
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.
I could imagine as well that the FindObjectOfType is the one who created the 3ms pop
try putting the audio clip into a normal audiosource without your audiomanager and see if that still creates a pop.
@spare gust sorry for slow reply, it doesn.t
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
nothing
these are my settings for the audiomanager sound, something wrong with these?
nothing
@orchid sparrow still popping you mean?
yeah haha
@spare gust sorry for slow reply, it doesn.t
@orchid sparrow and this one means in a normal audiosource it doesnt pop?
yeah it plays the sound as it should normally
these are my settings for the audiomanager sound, something wrong with these?
@orchid sparrow this looks ok.
really confusing error
I have no idea then, sorry man. Your AudioManager is doing something weird in the backend.
aha
never noticed
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
Just a small demo/preview for the cover progress so far
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
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?
Is there anything related to audio effects already in unity? Or is it an idea for the future
what should i export game sound effects as
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 donβt lose quality before compressing in Unity.
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?
@ebon rose isnt it just <Clip>.Play()?
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
by <Clip> I mean a reference of your audio clip haha
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
But what if my game requiers to play clips
To play any Audio in Unity you need an AudioSource
brackeys has a pretty simple tutorial
Can I just DM you the script
want a link?
no
found this interesting youtuber, makes games soundtracks - thought some people might like it https://www.youtube.com/channel/UCL-D7jMqIW58tnTgB9ku2Pg
btw apparently they licensed everything under creative commons :).
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
pitch down, increase bass, perhaps apply some distortion
How can I create my own original sounds for my game? For example, tape player turning on/off, etc
record a tape player turning on/off π
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
If anyones looking for demonic voice lines, hit me up and ill send you what i just made
https://freesound.org/people/thomas09/packs/29515/ Meh, just download them here π
Freesound: collaborative database of creative-commons licensed sound for musicians and sound lovers. Have you freed your sound today?
@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
@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
@stuck frost i did it, i posted them above
It only sounds like its pitched down. Doesnt sound particularily demonic
You could also add in reversed breathe sounds between some words
Having good voice acting to start with is probably a big part of it
i feel attacked
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
Oh i dont care, was just joking. my voice isnt cut out for acting, i have a horrible lisp
Original π
I am a solo dev, so i must attempt everything. Its how you improve π
The recording quality isn't great either; when you distort and shift and stuff that exaggerates low quality artifacts
Yea im only using my Steelseries Artcis 7 mic
When i move house and get back working ill invest in a "studio" microphone
Ugh, preverb is so 90s
it sounds very demonic to me
@craggy cove no preverb used
theyre similar. none the less stop complaining lol
or do it better
90s > 2010s and so far 2020s
Whats a good player hit sound that doesnt sound gimmicky?
I have a question. How do you tell your VA how you want your character to sound?
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
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)
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.
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?
A shame.
The mecanim state machine is so good, I really wish it was easier to use for more than animation.
it's pretty easy to use animation events
you could use any FSM solution really. Playmaker for instance
Yeah, I just figured I'd ask about the obvious before I went looking for more complicated solutions π
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
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
^ i don't disagree ;] i would only pick fmod studio instead
fmod is good too
unity editor is really barebones wrt managing audio pieces
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
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
yeah lol
I just use PlayScheduled with some Math and a small crossfade, works nicely
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...
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
I was thinking of keying the different audio sources, so mechanim blending could blend between them. Would have to test it.
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
That's what I meant, yeah
I already have timeline playing music as well, but that can go on top of the rest
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 -
interesting... dj.io premium domain name.
mix.io is a cryptocurrency transaction anonymizer π€
changing animation target changes exactly nothing - you can animate street lamps once you know blending values - which is the point of the discussion
@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. π
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 )
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 π
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
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.
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
@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.
yea right it might need some custom stuff exposed just for animator
It is a float, scripts can set that float just fine, and those scripts can be animated just fine.
not all properties are made for animator OOTB probably
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.
which unity version are you on ?
they might have updated this over time if you're on some older version - but no idea π
Is FL Studio good for music?
2019
@stuck frost yup
Any competent DAW is good
all of them can accomplish the same end result
it's 2020, they should go back to old name, FruityLoops
meh these prog metal kids nowadays D
I dont even know what I am doing anymore
I am just selling out at this point
the wonderful world of content creation
hahah yea it's hard for 'art' ]
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
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
i will use this on ipad : https://apps.apple.com/us/app/aum-audio-mixer/id1055636344 : it's different structure but good way to lay out stuff i need
(when the time comes.)
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
yep [got nanostudio2 but not using it much]; FL has mobile version but haven't heard good things about it
its not the desktop version but its competent
plausible ! the problem is choice as they say in the matrix
@wintry creek That sounds pretty great.
thank you! I was testing some new toys there hehe
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 π - this is 2019.4.1 (LTS) - but i doubt there is/was problem with this
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.
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
I have already moved past that version, but I'm not migrating that project.
ok so test your animation in something saner than alpha then
do just empty test project to test just that
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
ooooh, wait, no, it wasn't the animator that didn't work with it
it was timeline
I remember now
lol
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.
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
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
Ok thanks a bunch
@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
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
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.
Hi @rancid imp, you could try watching this π https://www.youtube.com/watch?v=4dr_1Yie4Os&t=6s
What are the differences between audio compression formats and why is this information important for your game? We take a look at the audio compression formats on offer in Unity, what effect they have on file size and performance, and provide lots of listening examples and hel...
Hey is it possible to make it so that in certain scenes specific sounds have reverb? Like footsteps or a door opening for instance
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
Thanks
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
@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
Cool thanks
it also helps to randomize the pitch a little
^^^
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
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
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!
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
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
yeah probably easier with one audiosource, i feel like switching would be a pain
@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.
very nice
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
Anyone wanna do a lil voice line for me? π
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
how do i get a sound to play at the same level no matter where the player is
for like UI clicks
@river moon does setting the Audio Source's spacial blend to 2D work for you?
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
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?
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
@wraith island have you tried stopping the sound before playing each time?
@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
what about changing the priority of the audiosource?
also is there empty space in your sound?
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?
in your project settings audio section you can specify how many, but the default is good enough
Did you set the audio source to 2D and not 3D
unless you're jumping 32 times at once
yeah I saw that, I mean is there a way to check the current amount?
would be nice to see the audio settings of your audio file and audiosource
I don't think I'm close to it, but perhaps something is happening I'm unaware of
I would use this for small SFX files (not for music):
would be nice to see the audio settings of your audio file and audiosource
@stuck frost You mean this?
It looks fine. No need I think
Ah yeah just noticed there are barely any settings in there. I also tried playing with them to fix it and it changed nothing
Maybe try playing the sound before some of the physics get executed
maybe there's something wrong with the code
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
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
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()
Is there a sync version of it I can try?
cause you are using PlayOneShot
no you shouldn't use a sync version cause it would delay your jump
Yeah me neither, was just for testing
At least I'll be able to see if it's the issue though.
i'd try with two audiosources and alternate between them to see if that fixes anything
here is a sync version
I never knew PLayOneShot existed, so I relied on creating a child object with an audiosource for each sfx
@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
Seems like quite a few people experienced delays with PlayOneShot
mm I'll try with separate audio source+play and then 2 audio sources then; hold on
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
could be a bug in the new input system too, maybe it's the input message that's delayed
A lot of SFX have a delay in the files so I have to manually zoom in a lot and remove it
@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
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
bluetooth headphones?
@stuck frost yeah that's exactly what I'm trying now (like I said :p)
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);
}
soundcard is a potato?
@deep pelican nope, just sound coming from the laptop
feel free ot use this (you'll need to remove some lines of code and unnecessary arguments)
this works for me
Just tested, it also happens with a child gameobject and audio source.
I've just used .Play() though, set everything else in the UI
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();
}
it happens in release build and debug build?
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
hmm, i'm also wondering what the audio section of the profiler looks liek
no idea what's that?
window -> analysis -> profiler, it should be below memory section
ah hah, that's where it says how many voices are being used
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)
interesting
ha that fixes it! I wonder why though
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
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?
Use PlayOneShot less
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.PlayOneShotmade 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
.PlayOneShotstill wasn't good enough. - Using
.PlayOneShotfor 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 !
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
Thanks for the update msh91, will be useful knowledge next time I come across PlayOneShot π
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;
}
}
}
how can i smoothly transition an audio from left to right? i assume im doing it wrong.
Because there is a clear cut in the middle
do it at runtime
much easier
otherwise, overlap them and apply a volume curve to each
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
Apparently a helpful search term is "multisample"
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?
@cedar geyser sounds like this
https://forum.unity.com/threads/midi-player-tool-kit-new-functions-better-accuracy.526741/
I'm making basically a music visualizer that displays midi tracks
but I want the notes to be spacialized
so I'm looking for recordings of individual notes yeah
Thanks! I'll definitely look into that since it seems like they're obviously doing something with the note timings
Does anyone know the software used in this video? https://www.youtube.com/watch?v=89K8vEh8L_w
βΊ Full song at - 5:57
What else can I say about Video Game Themes? The emotion and atmosphere they provide are incredibly important when it comes to being immersed into the story and gameplay itself. But what happens when you're tasked to make a song with instruments chosen b...
does anyone who works with fmod know what the problem is here? how can i open my project if it wont let me migrate?
@wide sentinel Cubase 5
If you need a frew daw you could use LMMS
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
yeah most daws are expensive
Reaper is 60 free to try forever and 60 to buy
FL is 200
for the good edition
fruity edition lets you work with midi tho
for 99
but yeaaaah you will have to deal with some limitations or bad worfklow with the free alternatives
sadly nobody figured out yet how to offer digital audio workstation as a service (AFAIK)
definitely possible though from looking at nvidia NOW
Splice has a Studio One as a rent to own model @deep pelican
that model doesn't work for producers though. I never met anyone who made enough from their productions to pay for their DAW
that looks pretty good tho
most producer are in red tbh
so any kind of model is bad for them
rent to own its at least decent
still not economical to stream 24-bit audio at 96khz π¦
thats why there's now DAW as a service
That and latency sucks ass
yeah
Cakewalk is really solid free DAW
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
I also don't even get why list things there that don't support vey basic things like VST's π
they are pure product demos IMO
.. Waveform is free and complete
(never studied its any licensing limitation which I never noticed)
not to mention Garageband
if you don't need that much functionality, then I suppose yes
what that much functionality
I've never user Waveform though or Traction though so can't really compare
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
You dont even need them there is a ton of free vsts out there that do the job
both processing and vstis alike
I deff dont use any of the FL stuff that much
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
it's fully featured daw, like LMMS is in a way
yeah its decent
but LMMS really shows the open source roots in usability
you have no idea what youa re talking about please stop
I kinda agree tho most "free"daws are extremely gimped
if your daw doesnt support vsts i wouldnt even call it a daw
both waveform and garageband are fully featured daws you can produce complete albums on
I didn't mean that
thats why i said most not all
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
k man have you ever used it ar are you reading the interweb and writing your opinions ?
I have a feeling you didn't read my points at all and just want to get into some debate here
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
anyway I'm done, I have zero reason to end up here with some pointless internet argument
have you used it or just looking at pricing matrix
it's fully featured DAW
nobody is arguing that lol
^
yeah, I'm totally done
good
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
keyword is usable
oh, forgot about first Nanostudio
which si but still usable but more internet archive curiosity at this point
(that has jus its own drum/synth without VST support though)
out of all of those waveform seems like the one I would take into a deserted island
or cakewalk hmm
waveform has its quirks and its usable but requires let's say... discipline haha; good for VSTs testing
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
Hi, may I know what is the best way to start looking tutorials and resouces on composing music for my game
@rigid jolt pick the tool you'll be using and look for tutorials for it
There's a whole lot of workshops coming up for agjam, with some entry level ones there! https://itch.io/jam/agjam
@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?
there is no answer to that π - 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
if you're asking about composition in general then .. idk - i dont make my own music as in 'a finished product in a game'
one starting tip might maybe be to look for loop/sample sets and start building from it
(garageband has several GBs of ready loops for example
soniss is releasing free loops from time to time https://sonniss.com/gameaudiogdc18/ )
another free DAW (never had my hands on this though) https://shop.presonus.com/Studio-One-4-Prime
wanted to check bitwig but ironically their web is down - i don't think they have free version of anythign though
@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
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
as for software, I use Reaper since it's "free" (like winrar) and does pretty much everything you'd want from a DAW.
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
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
^ yep
was forced to spend some dough on iOS but it's totally worth it
(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 )
feedback?
@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
LMMS is a free, open source, multiplatform digital audio workstation.
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
@fathom sphinx that's an awesome track. Doesn't sound like there's anything that should be changed there
@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
especially around 3:06 the bass and sub are interfering
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
can anyone help me get started with LMMS by any youtube tutorial etc?
feedback?
@fathom sphinx like r6 said, expand the bass.
I need some feedback, Does this sound like a girl? (Obviously demonish)
nope
Fuck
to me it just sounds like a guy doing a falsetto
^^ Yeah
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).
I have Audacity already, so something that integrated with that would be especially nice.
you want pitch shifter ?
but what tune shoudl the auto tune tune to ? )
audacity has some batch processing support too I think
@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.
you maybe want vocoder
.. 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
Yeah. I will probably just have to dig through till I find a suitable one
@craggy cove you mean tool like Melodyne but for free
And probably much less comprehensive.
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 >.>
quick google gave me this: https://www.gvst.co.uk/gsnap.htm
GVST GSnap is a free pitch-correction effect (Windows VST)
no idea if that's any good
Hey everyone! I've been working on this compilation for quite a while, and today it's finally out! https://bit.ly/The_Bible_Of_Game_Audio_Jobs
Hey is there a way to make PlayOneShot loop? π
no
How can I then play audio clips that loop overlapping ?
use more than one AudioSource
Aaaaaaaah
π Thanks!
https://pastebin.com/x7ba34eC <- What am I doing wrong, it's stopping the first sound even though I'm using two "different" audiosources?
I'm trying a new approach, putting the audioclips and audiosources in an arary
array*
"Clips[0] = Resources.Load("Audio/birds") as AudioClip;" Does not seem to work... how do I initialize it properly?
Thanks MICKEN!
You guys don't happen to have a programming example with multiple audiosources and audioclips? Can't seem to find with googooli :<
hiall, is it possible to scrub audio in the timeline without entering playmode? Thanks
it was supposed to appear at some point during 2019.x cycle possibly (?) I think; probably never made it ]
Unity doesnt even have perfect loop point support scrubbing is out of its league lmfao
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.
put listener on the same gameobject
You're right, thank you so much... I'm dumb π€
teamwork! π€
@plucky sun or change the fallout curve!
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.
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 -)
is magix music maker worth it?