#🔊┃audio
1 messages · Page 12 of 1
https://www.youtube.com/watch?v=UFcXzxD2kbE
Thoughts on this? 🙂
I'm honestly not that satisfied with this track, I've been stuck on it for so long that I have decided to just move on to other projects.
It's been fun to make though, I think there are some really cool ideas here and there, also I wrote this without having a scale in mind.
All I did was putting notes together that I thought sounded good, if ...
Sounds like a castle theme
https://tinyurl.com/y56gugo3
Song I made
BeepBox is an online tool for sketching and sharing instrumental melodies.
For my game, it has rap music vibes
guys is that apocalyptic enough
what's a good software for a beginer to make music?
Hi Alan, have you tried www.replicastudios.com ?
It's an AI voice provider for games and movies and there's a good selection of voices - one of them is a grandma voice.
Disclaimer : I work at Replica.
Bosca ceoil is good
Does anyone know good Apple logic pro x tutorial for beginners?
or garageband. doesnt matter
logic pro x doesnt really need a tutorial. i do it at school and its pretty easy.
ye i think it is!
if you have apple. i 100% recommend logic pro x.
I think that's a little disingenuous. People come from different skill levels and backgrounds. For people who've used audio software Logic might seem easy to use but not so for people who are looking at it as their first DAW.
Also, someone who is struggling with it might feel like they're incapable if it's 'easy' and they're just not getting it, ya know what I mean?
watching videos like these will help alot. https://www.youtube.com/watch?v=5t4yEsOZaPA i recommend watching in 2x speed.
💥 FREE Session Breakdown of my track "I Will Rise!" only for the next MONTH -- over an hour of bite size videos breaking down every aspect of the track! Get it here: https://theproduceraccelerator.com/i-will-rise/
Flex Pitch Tutorial: https://youtu.be/uGScoEhjKus
Ultimate Guide to Buses: https://youtu.be/NFxmPglXlos
My Studio Gear List:
----...
I wouldn't sweat it too much, learning to be cognizant of the gamut of experience is one of those lessons I learned the hard way. Just one of those things we can all do to make the world a better place 🙂
ye i dont really think when i talk lol
Thoughts on my orchestral WIP?
So I have a audio source what's the best way to make it louder?
I think my track is starting to shape up, working at the finale right now 🙂
@violet sierra Put it right behind the audio listener (camera)
Does anyone know how to play an audio clip through a script
Make audio clip as a variable and do
"audioclipvariable".Play;
How do I make unity play a walking sound effect when the player is moving?
wow, it sounds really awesome! At first this heroic orchestra which gives me battlefield 1 vibes and then the ezio's-family like singing!
is there a way to prevent unity from recompressing my audio file? I am loading .ogg music and it works perfectly if I set it to PCM. If I set it to Vorbis it starts cracking when audio loops.
think your best option maybe is to try to set unity compression as close as possible to the original, and/or recode the original to target samplerate (if it's different now)
ok, so I guess it's going to be trial and error. If I am not mistaken Unity internally uses ogg anyway, so I wonder why my files even need to be changed
I've noticed my (compressed) files are reduced in size even if I set Vorbis to 100%
I'm currently trying to check if it starts cracking anywhere, but it's a pain as I have about 100 music files 😅
I originally noticed it started cracking when I went down to 25%
and then noticed it still cracks at 50% so now I don't trust it
ok, so I guess it's going to be trial and error.
yes
If I am not mistaken Unity internally uses ogg anyway, so I wonder why my files even need to be changed
they encode the media once again to their internal vorbis codec but it is different from 'normal' vorbis
- nobody talks about this, nobody knows, only some and they won't tell
ok thanks a lot!!!! I guess I will just have to test a lot and hope 100% holds up
well it does not... but I probably have no choice
have you tried e.g. to override import samplerate ? do samplerates of the file and unity project differ ?
I'm using "Preserve Sample Rate"
and I was using PCM orignally and had no issues. The thing is my mobile game is 220mb large then, with Vorbis 100% it's down to 48mb
it could be lower, but when the music loops it starts cracking badly (25%)
i know i read the forum post; unity project sample rate is in audio settings, but on mobiles it's 22kHz
i think if you can't come up with anything it might be useful to submit a bugreport (though that's pretty borderline useless advice 🙂
oh on mobile it's lower? you mean the devices don't handle more, or unity lowers it?
I could reduce the sample rate, that will likely half the sound files in size again. but I will need to adjust some code. hm
it's HW limitation of mobile DSPs since the beginning; until next apple pro mobile studio (tm) phone that is
hey, here I am on my first game I would like that each step that my character takes he emits the normal footsteps but I can't get someone to help me
The beat is too funky to fight! You can't help but DANCE!
i made a song pls listen
Edit it in Audacity
@feral flame I did that and it still did this. Is it a setting when I export?
I've been experimenting. If I change my sample rate to 22050 from 44100 using ffmpeg, my audio is way way smaller but at the same time playback speed increases, something that I don't want. In Audacity if I change the sample rate to 22050 on a track it makes the track slower, so I have to increase speed by 2. So pretty much the opposite. My idea was to reduce the sample rate to save memory and see if it impacts the quality.
I don't really understand what I am doing, maybe someone here does 😅
It's probably a playback problem, the decoder is expecting each frame to be 44.1khz. Buuuuut, in general I'd say don't go lower than 44100. Not because of any unity or technical reason but because you'll most likely get some audible noise at your 22k rate.
I've actually found out how to quickly switch all my music to 22k and it sounds pretty good to me really. Not sure what my music guy will say 🙂
Are you sure it sounds good 🤔 If 44.1k works for frequencies up to 22k I assume that 22 will only go so far as 11k which would take all the brightness out of it
well it sounds good to me, but I am not really much of a musician
haha ok it sounds weird as hell
my export function does not yet account for the changed bitrate I think
ok sounds better, but it's only using half a track. I'm still doing something wrong 🙂
Was going to take a look at the frequency spectrum but my DAW doesn't even recognize it and my sound card doesn't go below 44.1khz 😅 Well if it works for you it works but for my taste I wouldn't cut so hard down on the audio side of things 😄
1
were you expecting an answer like 11
how do I prevent audio clipping when I Stop() an audio source?
a coroutine that fades out the volume?
There is no job/collab posting on this server. There are other servers that take that sort of thing.
https://soundcloud.app.goo.gl/jp8AgLbmYbGP2YbZA you can use my Song in your Videogame as long as you credit me 🤗
Written, ğ™²ğš˜ğš–ğš™ğš˜ğšœğšğš ğšŠğš—ğš ğ™¿ğš›ğš˜ğšğšğšŒğšğš ğš‹ğš¢ ğ™¼ğšğš•ğš˜ğšğš¢ ğ™°ğš™ğš›ğš’ğš•
© ğŸ¸ğŸ¶19-2020, ğ™¼ğšğš•ğš˜ğšğš¢ ğ™°ğš™ğš›ğš’ğš•
hey does anyone here know how to put a 16 or 8 bit filter on audio
so it sounds like an nes/snes type thing
more like the speech in old arcade cabinets
that has more to do with the way the sound is produced than any sort of processing. Something like these: https://www.factmag.com/2017/08/05/8-bit-video-game-synths-vsts/
if it's speech, record at very poor settings and/or use a narrow band filter 👍
its speech, thanks for the help
I want to fade out an AudioClip of some drums but I'm trying to make it sound like they're naturally fading out until totally silent. Is there a function that would help me achieve that sound? I'm using Mathf.Lerp() at the moment which obviously doesn't make it sound "organic".
This is probably a pretty common question but does anybody know how I remove the pop at the end of a looping .Wav file?
I have an audio source that loops a 2 second audio file every second and it makes a click sound at the end of every play
I'm having issues with wwise, when a wwise sound is on unity sounds doesnt work anymore, anyone know how to solve that ?
Is audio in Unity running on a different thread, by default?
How exactly do I create digital music? I am very new to this medium
Uh, Idk I just wanna make synth music without any physical media
Oh no, I don't understand tech speak
So, is any of it free? I'm trying to keep cost at a minimum
K, thanks for the kickstart, I'll figure it out from here
I'm making a small, lightweight game for Windows, and every sound has a 1/4 second delay. Does anyone have a fix for this?
I've already set the buffer to 'best latency'.
UPDATE: It's actually an issue with my Windows in general, Media Player and Chrome also have the issue.
Anybody knows why a group of audiosources might not play
like, this is incredible, I have some audiosources that work perfectly when played by Play on Awake
but as soon as I try to use PlayDelayed or use AudioSource.Play() manually it doesnt work
it even works when using a context menu to play the sources
but it fucking doesnt when using that same context menu call on a start
ill try something
is there actually silence at the start and end when you play it?
maybe it's just a visual artfact in the preview window?
hello~everyone
what is the easiest way to sounds sounding like they come from the front/back? 3d sound doesn't seem to feel like it's coming from in front.
Sounds like harvest moon type thing to me
Honestly it doesn't sound too exciting, I have a hard time imagining it fitting in anywhere without it feeling a bit awkward 🙁
does anyone know where i can get good sword swinging sounds for free?
Tbh it's such a simple scale arpeggio throughout that I wonder if attributing any emotional value has much meaning. Unless you'd have some really really cool accompanying concept it does come off a little boring.
Oh but keep it up. Solution to your problem is simple though! Put more time into it!
Also if you're obsessing on melody too much then there are different angles, musical such as rhythm, emotive such as mood etc., a lot of different ways in which you can engage the listener with something interesting.
how do i find sounds of walking with a gun
all those clanking and all
what terms to i use to find such sfx
The Mosin Nagant, 1891 (Bolt Action), loadable ammo, animations and sound effects! Enjoy!
7.62x54R Ammo Model: https://skfb.ly/6HqVZ
like this sounds
but i don't want to steal them from this dude
Hello. My audio file lasts 1 minute and has 4 different variation of the same audio. I want to use them randomly. My question is how should I clip them? Is it a good practice to clip them one by one in audio editor and import to unity or any other solution? I thought to make a class with float variables which are starting time and ending time and using audiosource.time. is it a good practice.
I am so beginner in audio section
Kurt my suggestion is to have one clip and alter the pitch instead, better for performance, cleaner code. Etc...
Procrastinating from work, what am I doing with my life.
anyone able to convert a video to a sound
Dowbload the video or if you have it and put it into a mp3 cknverter
Or if its youtube put the link into it
Hello. We've developed a new nice modular audio middleware to implement interactive audio in Unity. If you want to know more, visit krilloud.com
Is free to use with windows and Unity
here is a little example of how krilloud works
How to implement footsteps sound with Krilloud and Unity
Hey I'm bored, does anyone need some music to go with their game? Because I'm down. Free.
@fast sky heya, if you are still bored, i would like music for a game of mine. it should be in the style of "Its Showtime!" from undertale, as it just would fit perfectly as background music.
I'll see what I can do, but I can't do 8 bit very well... 😬
oof... or at all sum music which would fit a 2d clicker game as that is another project i worked on and i'm just waiting for music. tried it for myself a few times but... just no.
So like an intermission sorta vibe? Low energy, calm music?
yup. some calm, happy vibes, a few fast and slow parts, high notes, not so high notes, you know what i mean.
Alrighty.
lemme guess, ur french? (ur name is somehow saying that, lol.)
Swedish actually
lol
My last name is French
My last name isn't French as in like "DuClaire" or whatever, my name is literally the word "French" lol
lmao
So it doesn't have to be 8-bit?
"jean-pierre french"
there isn't a need, i think 8 bit would fit it more, but feel free to test yourself in there. it doesn't have to be long, may just, loopable, if you understand.
Yeah I get
it
lol
I will warn you though, I've never made music for people in the past so I might not get it right despite of me understanding it.
i go to sleep now, its been a hard day. i spend 6 hours on programming and nearly nothing worked ;-;
alright, just feel free and we'll see.
nite nite
oof. gn
so.. you're saying you got something working!
sounds like a good day
yes, i messed up the code for - points on my clicker game and i thought like "hm, lets do not watch that tutorial again, we'll make it ourselves"
and uuh, i did spend about quarter of a day for
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class SellCookie : MonoBehaviour
{
public GameObject textBox;
public void ClickTheButton()
{
GlobalCookies.CookieCount += -1;
GlobalCash.CashCount += 1;
}
}```
as i am just a rotten piece of bread if we speak about programming
@warm lark
yea, i'm a beginner so i keep it simple.
i dont want to know how other codes look like ;-;
anyway, good night yall, frenchyboy, contact me via dm as soon as you're finished (take your time, the project ain't finished yet)
nite nite
well... i still ain't
What is the best way to make sounds
FL Studio, or www.beepbox.co for 8 bit stuff.
That's what I recommend as a semi-advanced musician
beepbox is free, but FL Studio is $200
I'd recommend Reaper as both budget and pro option. You can choose to pay when you feel you are in a financially stable position.
Also hi 👋 just joined, I'm a sound designer, composer and dialog producer based in the UK
Nicc
is makeing sounds all about creativity or is there a way to procedurally do it, say a gun shot do people slap pans or is that something that can be generated, as in real life gunshot sounds
like i know laser blasts usually are just phone lines being tapped but how does someone make a gunshot sound realisitic without it being realistic
anybody knows a convolution reverb for unity in which you can supply your own IRs?
@jaunty nexus essentially whatever it takes to get the job done. If it sounds right it is right.
Gunshots, for me, are some of the more complex and intricate sounds to make. Because the audience has a lot of expectations as to what they’re going to hear. There’s a wealth of references for gunshots from media they’ve consumed, be it linear media like film and tv, as well as games.
In terms of what you can use to make gun sounds, there are a lot of sound packs of professionally recorded gunshots, both free and £££. But, from my experience a lot of it is going to have to come from your processing of that audio and how you layer it. I wouldn’t expect to buy a pack and have gunshot sfx ready to plug into your game.
Alternatively you can use your own recordings, with foley or synthesis. Any distorted impact sound could be a gunshot, layer and eq it with a sub bass for oomph, and some foley clicks to denote the mechanical nature of the weapon.
Making a simple revolver blast is fairly simple, creating a unique sound that feels good and has its own character, that requires a lot more effort and experimentation.
I’ll pop some links below
https://www.airbornesound.com/2020/04/07/free-gun-and-medieval-weapon-sound-libraries/
Free library
https://www.asoundeffect.com/sound-library/black-powder-weapons/
Budget friendly and a personal fave of mine, great sound design and versatile to work with
https://www.asoundeffect.com/call-of-duty-modern-warfare-sound/
Interview w COD audio team
https://youtu.be/OmMlaasm8wk
In depth analysis of how cod weapons are designed.
https://youtu.be/DCvYEn-AUFA
Showcasing the creativity and variation necessary for a FPS like destiny2. Seriously, these sounds are all super clean, oomphy and perfectly convey the character of the weapon
51 Black powder weapon sound effects / recordings: The EFX BLACK POWDER Weapons pack is a collection of 19th Century pistol, revolver and rifle weapon sounds. The collection includes recordings of 1777 AN IX & Lepage pistols, REMINGTON 1858 & RUGER OLD ARMY revolver, 1777 AN IX, 1822 TBIS, GIBBS, LEE ENFELD, PARKER HALE rifles - as well as a n...
15% OFF SALE on the 3 sensational sample packs used to make the sounds in this video! (Sound Effects Monkey via ASoundEffect.com):
Guns: https://www.asoundeffect.com/sound-library/guns-wf/
Bullets: https://www.asoundeffect.com/sound-library/bullets-wf/
Gun Handling: https://www.asoundeffect.com/sound-library/gun-handling-wf/
Patreon: https:/...
Firstly a big thanks to firebern29 who gave me the clips for the Tarrabah and the Divinity, without him this video wouldn't be complete, thanks mate 👍
Secondly this video is an update with all the new exotic weapons came out after my last presentations videos, end of year 2/ earlier year 3
Here is a mistake I noticed after the montage (it's a...
thank you, will really help
Does anyone know any bee-like royalty free music? 8 bit would be cool
Bosca ceoil or something like that makes all the of 8bit music's free
audioSource.PlayOneShot doesn't let me specify a "position" in worldspace.
Is the preferred solution to use Object Pooling here? Or is there a better way, thanks!
that's because the audiosource is a component that is attached to a transform which has a position in world space.
but yes, pooling will help if you need it
is the Compressor in unity mixer what people used when they have a sound setting like "Speakers: TV/Hi-Fi" so you can hear everything out of your crappy built in TV at night time?
it looks like it, but i cant really make sense of the settings, so i'm wondering if perhaps that not actually what its for
omg the method exists, nice 😄 I thought it would've been put in PlayOneShot
I hope the implementation behind the scenes use pooling of some sort
no, there's no 'pooling' anywhere in unity audio API
ah
pooling deals just with instantiation/destruction of (game)objects anyway; unity will use whatever you have available at runtime
mhm
in this case it's probably enough to have references to all AudioClips and use them as needed
Have you guys ever toyed around with dynamic music? I have my tracks built in garageband, and my initial thought was to export each track separately and have them all play, then, say, with higher intensity areas, fade the drum track in. Is this possible with unity? Or is there another way? I’m trying to recreate the music handling in Hollow knight
(Potential hollow knight spoilers) https://youtu.be/PsXcQ8h7XRw specifically this part (21:00) when the boss appears, the original track becomes layered with all kinds of percussive instruments that heighten the scene. I want to try and replicate that.
Let's Play Hollow Knight Episode 18. Join me as I endeavor to assist the Hollow Knight in his struggle to find meaning and purpose in the beautiful, unforgiving depths below Hallownest.
[Playlist] https://goo.gl/MzJzu4
Videos for active series are posted every Wednesday and Friday with occasional bonus episodes as time permits. If you enjoy th...
err im having a really odd audio bug
so in the editor, when my sound is looping, it makes this really odd pop when looped back, but there is no pop on the audio itself
i've heard that this issue appears with mp3 files, but im using wav in this case
nvm looks like i did some poor chopping over here lmao
gotta zoom in reeaaaalll close
yep, had to use Edison to see those tiny points
https://www.youtube.com/watch?v=9m0Y3zKEFdQ&lc=UgxL0Y7j5-gyEtwfkV94AaABAg I just wanted to share the bg track I had made for this segment. Tried in the show-your-stuff channel but it got eaten.
Tentacle Typer is a Lovecraftian text editor RPG experience. You're a giant tentacle monster with a magic mechanical typewriter, and you're trapped in a steampunk mansion. Psychically rouse elaborate mechanisms by typing almost whatever you want.
Write a letter to your crush to turn on the crushing machine.
Immanentize dark prophecies while wr...
what on earth am I looking at
first person octopus typewriter
octopus goats
It's called Tentacle Typer. It's a lovecraftian text editor. @warm lark
How tf does audio work in unity
AudioSource and AudioListener
make a folder called “Resources” or “Audio” whatever and put in your mp3 files inside that and then the gameobject that you want to add sound to, place a new component called “AudioSource” and drag your preferred mp3 into that
It should be noted that "Resources" is a special folder name in Unity that does special things with the assets inside it
namely - they will always be included in your game build whether they are used or not
And they can be loaded with Resources.Load(name)
hi, can anybody help me to save the audio, I have an audio clip in audio source and have set output to an audio group or audio mixer. I am adding some effects with the help of the audio group. I want to save the final output to an audio file (.wav) with the effects too
Kindly help me if anybody have an idea how can I save the final output or can save the output of the audio listener to the wav file
either be progressively saving PCM data from OnAudioFilterRead on main listener, or you'd have to write audio plugin as audio mixer effect (to do the same)
is it possible to manage the audio mixer, audiomixergroup via script?
like if I want to add the effects to audio mixer group via scripting
anybody know this?
does anyone use bosca ceoil
how can i not have to click every single spot in arangement, is there some sort of keybind to fill an entire row
hi im runing in to a little problame can anyone help me?
hi there, how would one make a looping bgm (background music) with a beginning and it plays the loop part in loop? I also want to transition the music to a lowpass filtered version of the same music.
how do i cut off the extra sound line in audacity?
extra sound line?
ya
I'm asking what is an extra sound line
hey can a audio listner and audio source be on the same object
Yes
ok
is there a wa to make audio fade out
this is it in audacity
those "extra line" are just how unity makes the icon if the sample is short enough
what is the problem?
perhaps it has to do with gain being 0.5 or that line at the end multiplying it by 0.5
what property are you expecting to control it's height?
probably has to do with whatever transform hierarchy you've set up
you can just move it over...
well, you are using i in your calculation of position, which starts at zero. In unity's coordinate system that is the center of the gameobject. you need to position the gameobject with your linerenderer on it as the child of something else and move THAT if you want to drag it around at runtime. you can also use that to pre-position it wherever you want.
and set linerenderer's useWorldSpace to false
almost there, now your sample window is too small
it works, but it's like you are zoomed in really close
increase the size of samples
you can go bigger
if not... i guess you can sample multiple frames
technically, the way to remove jitter is to update your line renderer at the same rate as the audio, and use any rendering frames in between to interpolate between the two
but i'm not sure if that's possible 🤔
try increasing that
err, doubling
you can set every second line point to 50% between the previous and next
how do I play a sound if something happens? for example when my character walks I want a sound to play
I have a sound linked upto my character but idk how to play that send when w is pressed
I want to be able to put it in here
do I do something like
if (blah blah blah)
{
play sound lol what would be the code inside
}
You attach an AudioSource component and use audioSource.Play() and related methods
Cheers somebody helped me in another channel cheers appreciate it though
Hey, I want a certain audiosource to have the same volume everywhere in its radius, and not be influenced by rotation of the listener.
How exactly do I do this?
2D spatial sound can be heard everywhere, even while being outside the maxDistance.
I also try to do a mix of 2D and 3D , with the same result, and I don't want the audio to grow silent as I turn my back/side to the gameobject the audiosource is attached to.
I could use 2D spatial and turn it on and off using a triggerenter and triggerexit, but I feel like I am missing a much simpler solution, as if Im doing something wrong with the audiosource component
The trigger enter/exit thing sounds pretty simple to me
Well yeah, it is. But I am fairly sure it's supposed to be possible with a mixed spatial blend and no need for triggers to get this to work
after reading the documentation anyway
experimenting with the spread gave me the desired results
Hello, I'm working on an audio script for a project I was wondering if someone could answer a simple question.
When I load a song into unity as an audio source, with doppler set to 0, the pitch of the song changes and is out of key. Is there a reason for this? Maybe there is a better solution for working with audio that needs to maintain its original form?
For anyone in this field: is fmod worth it vs the build in features
Like can i make in depth audio and multiple sounds coming from different directions with the inbuild sound system
or should i go with Fmod
you can do basic things like that, yes. What fmod helps you do is create complex sounds. Think of it like the "animator" except for sounds. Unity lacks these features.
could i do basic different step sounds and a lowpass filter for underwater with the built in system ?
or would it generally be easier to use fmod
yeah you can do that easily with code, but fmod makes it intuitive for non-coders.
DM me
what is the best music software? (fruity loops, albaton, etc)
DAWs are a world in and of themselves. You named two of the most popular ones. As long as money isn't an issue, those are good places to start. Ardour is open source and sort of free, and Reaper is one I also see praised a lot. You're best bet is to look up reviews that compare DAWs and see which one appeals to you most, and try it out.
LMMS is free. Bosca Ceoil is free and easy to use. FL Studio, Ableton and Reason are very powerful. 1BitDragon is a good compromise: low-cost and very easy to use.
Thanks guys!
Does anyone know a good high quality creative commons audio library?
Is it copy right to use a preset for drum beats in Fruity loops?
Hello Everyone! I'm Tobias (Thy SFX) And I'm an Audio Engineer, and a Soundtrack Composer I'm currently looking for projects to work on. So reply if your interested, we will set up a contract for a one time payment for shared rights of the effects that i make. I don't need high payment, just a small amount mostly for symbolic reasons, Depending on the amount of work I do. I have a contract template, and we will of course co-operate to fill it out.
Hey @chrome cobalt How much do you need for building a single original track for a game (2D arena shooter)? Like a track to play in main menu...
I'm currently looking for artists, to make my game a little bit more good looking.
@tardy elbow right now i havent really found a way to work out a contract...
@tardy elbow dm me, and i will explain what the difficulties are
What DAW do you guys use? and how do you implement your sounds
I tried removing one of the audio listeners however this message is still displaying.
Go to the hierarchy window and enter AudioListener into the search bar
For the past couple months I've been modding a Unity game including its audio, for some reason today I tried my usual method of extracting audio files from the game and it didn't work. I don't know why it isn't working anymore, could someone lend me a hand?
The files are .acb file type, again, used to be able to get .wav files out of them or replace the audio contents of the file but for some reason can't anymore.
not much help we can give without knowing the tool other than examine what's different between now and the last time it worked 🤷
well that's a start at least. should I post the tool and some of the files I'm trying to work with or something?
Did the files you're working with change?
did you change the configuration of your tool?
They're new files added as of a recent update (about a month ago), but they in theory they should be the same as older files I've been working with
And no, nothing about the tool is changed
They're the same file type and format, just for newer content, basically
they probably changed the way the assets are organized in the build
in a way that your tool cant handle
why don't you consult the ones who made the build?
they didn't, it's the same type of file in the same directory and everything
the build as in, the tool? I would but I don't know who they are and they're also Chinese
the build of the game
you'll have better luck trying to contact them then 🤷 Do they even want people to mod their game?
They're fine with it
if they did, they'd provide support, if not then you're on your own lol
as long as you don't use it to cheat in online mode, they've never had an issue with modders before
My modding tools aren't official and I doubt they're going to suddenly make/provide official modding tools just because I ask :/
I was just hoping someone with more know-how than me could help me figure out what's going and if there's a solution
maybe someone will come along in here, but i wouldnt bank on it 👍
the makers of the game. they have the information you'll ultimately need: what changed between then and now
that doesn't seem like the only solution if someone was just able to make fully working audio mod tools without association with the game's creators
it is if you're not that someone
@rigid walrus Illegal modification is not something to be discussed here.
It's not illegal, just unofficial?
The game has specific modding guidelines but no official modding tools
so the mods aren't illegal, or at least, I don't make illegal mods
it's not like that person knows something that's impossible for somebody else to learn
I'm trying to figure out how to learn what it is they knew about how to mod the game's audio
you might have better luck on a C# server 👍
void Start()
{
audioSource = GetComponent<AudioSource>();
audioSource.loop = false;
}
void Update()
{
if (!audioSource.isPlaying)
{
// if random play is selected
if (randomPlay == true)
{
audioSource.clip = GetRandomClip();
audioSource.Play();
// if random play is not selected
}
else
{
audioSource.clip = GetNextClip();
audioSource.Play();
}
}
}
// function to get a random clip
private AudioClip GetRandomClip()
{
return clips[Random.Range(0, clips.Length)];
}
// function to get the next clip in order, then repeat from the beginning of the list.
private AudioClip GetNextClip()
{
if (clipOrder >= clips.Length - 1)
{
clipOrder = 0;
}
else
{
clipOrder += 1;
}
return clips[clipOrder];
}
void Awake()
{
DontDestroyOnLoad(transform.gameObject);
}```
I have this as an empty gameobject for playing a selection of music, but its invisible to the player. Does anyone know how I'd go about putting Canvas buttons somewhere, and letting people hit a button that skips to the next song, or lets them actually see and select one of the songs in that playlist ?
I can probably figure out how to set a button to play a single song when clicked or tapped, but I was wondering if it's possible to integrate that button to work with this script.
so that it like, doesn't interfere with it.
When importing an audio clip, how can I reduce the audio level of the clip from the editor so that it plays at that level?
route it to an audiomixer group and adjust the level there, or adjust the level on the AudioSource component
Hi, does anyone know a way to make gun shots sound more seamless? I have an audio file that plays when a gun is shot, but if I shoot again quickly before the previous shots audio has finished it just sounds jagged and weird. Is it just I need a more seamless sound effect or is there a way of sorting this? Thanks 🙂
using slightly different versions of the sound might help (variations in pitch, eq, volume, etc...). If it's truly rapid fire you should design a sound specifically for it that loops. Another thing you can do is make sure the timing of your sound matches the timing of your input controller. Another thing you can do is make new sounds cut off the old sounds
Thank you, I'll try adjust those things
I made a new song
I make video game music and stuff
so here:
its like a credit theme or sumthin ion know really
Follow me on twitter for more of me: twitter.com/tohomoko
pls listen and thank u
@silent hazel it is by u??!!?
yes
a website called Jummbox
Thanks i will try it
go get em tiger
👍
JummBox is an online tool for sketching and sharing instrumental melodies.
nice
@silent hazel
One hour of Learn
One soung to lisent
I dont know why the half of song is ...
Is just not empty
Ok another hour of Learn can be good
U know what im say

One hour and 10 minutes
That is not by Alan walker
That by me
Is Realy ammmmmaaaazzzikiinnnnggg
Using saxofon
I love it
oh nice lmao
@stuck frost thx bro
no worries and the details are really great you must be really good at it
and don't mind the "lmao" that was just how good it was
Thanks bro fl studio mobile was help me to do this song btw
i really should try making any
i haven't in a long time
i'm just consentrating on making a game
i am thanks i've been going through some great moments i learned from some tutorials and it's really good
@winter pine is a amazing and look like a rgb old video game
Im work at a remake for "are u wining son"song

@gritty vortex u cant use UT branding as you wish <@&502884371011731486> pls ^
@whole pewter can you write again without break
i'm dead
u cant use unity logo mate
(not to mention very clever name)
there are much better channels for showcasing stuff than this but i dont care at this point ^-^ swamp is part of life
@whole pewter i know im clever thx
@gritty vortex This is not a dumping ground for your stuff.
!mute 766055330558771270 1d Don't spam the channel or post off-topic.
! TO,ASTER#1891 was muted
Is there a source for royalty free sound effects? Because I don’t even know where to begin to make my own
https://fmod.com/io has few (many) purchasable clips, accessible only from studio though;
not to mention asset store
free not only of royalty -
https://opengameart.org/art-search-advanced?keys=&field_art_type_tid[]=13&sort_by=count&sort_order=DESC
freesound.org
many ways how to do them depending on genre, e.g. {u}sfxr
Freesound: collaborative database of creative-commons licensed sound for musicians and sound lovers. Have you freed your sound today?
Soory
DesPasito remake by me soory for any bad stuff I do before
https://soundcloud.app.goo.gl/qgsBm
you are literally doing the stuff you did before 🤦
Probably the wrong channel to ask but who would I need to commission to do music for a game me and a friend are working on
Thank you
Wait what!?
@gritty vortex not great stuff, but great stuff ! keep frequency posts to 1 per week here and everything's fine D
you might consider other showcase channels such as #archived-works-in-progress and #502171626805133312 , there are more eyeballs /and ears/ there too
#502171626805133312 is for Unity projects only
@silk obsidian so....
So your music does not go there
#archived-works-in-progress might work, but you cannot spam it with many things a day, it's not for high frequency updates
we generally do not have a place for this sort of content
moreover: the '1 audio post/week' is not some hard limit
just post responsibly and don't be a dick about it
the fact the this had to be discussed is telling
@whole pewter OK no prob dude I will do it
we need to make this channel more active
hey, my main area is music, i composed and produced this recently, what do you guys think?
God,it's beautiful...
hey,can I dm u bout some music ideas/interests?
yeah sure xd
and thanks xd
hello...?
Are there any audio engineers here?
Or a sound designer?
I'm having a weird audio issue... Here is a link to a stripped down Unity project that shows the problem.. Basically the audio plays fine in the Unity editor but if I push the app to Android or iOS the audio has all kinds of crackles.. I have tried different audio and still get the same issue... I'd love help debugging this. https://www.dropbox.com/s/drbpq590j3tpe8b/AudioTest.zip?dl=0
I've got almost the same problem, my audio sounds fin in editor and on (iOS) device until I connect bluetooth headphones, then is sounds crackly and janky 😦 if anyone has any ideas I'd very much appreciate suggestions!
Hi everyone
When you guys are doing audio for a game, do you keep all of the tracks in the same or similar keys?
The reason I'm wondering is I'm trying to think of how to have sound effects and ambience not clash with the harmony of the actual music
@stuck frost nice
Thanks
hey guys
could i get somehelp with unity audio
im getting this weird high pitched clicking sound when i switch scenes
but only in the webgl build
in the editor and windows build
its fine
how could i go about solving this?
@fierce bramble audio.play(gameobject)
?
In my opinion as a music producer / sound designer , you should create the ambience melodies on the same tone. in therms of the sound effects , they should be about 5/6 db's louder than the actual ambience, specially if it is an action/horror game ! if you add music on top of it all, try to make it as quieter as possible , so it does not distract the player from the ambience and the action it self.
Loved it, great work ! excellent composition and production !
Hey, im wondering if anyone has dealt with resonance audio in Unity before? It works for the most part, but for some reason, I cant get the Stereo setting to work correctly, like it sometimes sounds as my friend describes it "popped", where it will sound mostly out of one ear, and then sometimes sound proper out both ears, so the audio sounds like its almost like sometimes it doesnt play at the listener source? Im not entirely sure or how I can debug this, and iv tried many different code-related solutions, I feel like its something im missing or not understanding about the plugin... Any additional info needed please let me know
Where could I get seamless audio of an engine idling for free?
I did not experience that on Unity before, but it may be a phasing problem with the audio. If the frequencies of the audio are "competing" in the same frequency range, they can cancel one another. Some EQ's have the "Invert Phase" bottom , if you do that to one of the audios, it should do the trick.
Make sure that none of the frequencies are competing and they wont cancel in none of the sides, and give you a full stereo image.
sorry if I cant be more specific with Unity, but I am just now starting to look it up and playing with it.
Did you attach the Resonance Audio Source script to the audio source?
no it shouldn't matter; if in doubt play a long audio track instead of short clip and see you have no reverb on it
Phasing problem at least gives me a term to look into, at this point im not sure what to even look into, so this was helpful thanks! Though what exactly do you mean with "same frequency range"? Like if I opened the file in Audacity that that ch1 and ch2 might be the exact sam frequency? Or that 2 separate audio files are and one of them should be slightly higher/lower?
I did yeah, the player has a resonance audio listener too, and the whole map has a resonance audio room, im not sure if I absolutely have to have multiple rooms for every area of my map? (its relatively small maps and open space with a small room that has open doors and windows)
2 separete sounds using the same frequency
Ah ok, ill try offsetting each gunshot file by a bit and seeing if it helps
https://opengameart.org has a few.
Is this the right place to talk about Wwise
Not sure if anyone knows Wwise but is there a place where I can learn about Wwise? I'm particularly looking for a recommended video/ website. There's a lot of information on how to use Wwise and even more on how to use Unity, but there are barely any on how to use them together
Anyone have any suggestions on how you would do the sounds for a 3d printer that is animated to move on the X/Y and platform? I have access to lots of 3d printer sound clips, but not sure how to go about using them to produce sounds that could be played to match the actual movements of the object in Unity..
Hi
I tried to use Wwise once and couldnt really understand it, I dont think there are any recent tutorials on it, but some of the older ones logic should all still be mostly the same:
Integration vid: https://www.audiokinetic.com/learn/videos/rK96gLoZMEY/
Docs: https://www.audiokinetic.com/library/2017.1.9_6501/?source=Unity&id=main.html
Maybe youll have an easier time understanding it than myself, alternatively you could use Resonance Audio (https://resonance-audio.github.io/resonance-audio/develop/unity/developer-guide) which specialize sound and is far easier to implement, but you dont get all the controls Wwise offers
Audiokinetic Wwise Unity Integration - Wwise Unity Integration
A song by me i love it btw
https://soundcloud.app.goo.gl/xKVBj
Is a song about a memes I love it just lisent is by me btw
i need fandub voice actors for one of my projects. have someone here or someone know about some freelance website that have one?
@sweet vigil lmms user present 🙂 . without musical graduate
You’re gonna need to script it so the animation lengths and sound clips match in duration
Msp, problem is it's a fully scripted 3d printer that can print various objects, no set animation...
Ok sure, then I imagine you'll need to either timestretch the audio samples on the fly to match your animations or do some DSP to create the sounds procedurally instead.
are you saying 3D printing object A will have different animations/durations or will it always run the same(ish) ?
For every object my game can 3d printer, I have a script that calculates the the printing paths and layers (Not perfect but it sells the idea to the player). Then each 3d printer can have specific settings such as speed, and will follow those paths as it builds the object up layer/layer. So the paths it takes will be different per object, and can be slower/faster by object/3d printer combination
I have experience integrating Wwise with Unity
how much variation is there in the speed? Can you re-pitch the sample to speed it up / slow it down in time with the animation? There's probably an amount or that you can get away with before it sounds daft but it won't work with extremes
I think I'm going to try that (changing pitch with the speed) with a looping sample and see how that goes
tried doing something, but then it just became way too friggin hard for me to work with, so in the end i just gave up and left it in this very poor state
honestly i might consider leaving music making
Hi guys I'm looking for people who are savvy with DOTS audio system
separately I'm also looking for someone who would know how to make audio FX
it's for a pure ECS RTS.
Hi all. Question. I'm building a city building game that spawns thousands of building objects into the scene. I want each building to have a unique sound that the player can feel only when he zooms in. Should I just add an audio source with 3D distance? Or will it destroy the performance of the game?
will multiple building sounds overlap with other building sounds or strictly hear one at a time?
@native geode We don't do collab/job posting here. Forum is the way. <#💻┃unity-talk message>
right. thanks I'll post there. but I'm also fine with learning how to do it myself.
I basically have the same question as LapsuS. I wanna have many thousands of sound entities and dynamically fade them out or in based on distance and also find the average type of sound to reduce it to a couple of instances actually being played
if the sounds for each individual building doesn't need to be unique, or at least a separate audio asset then I think you could get a lot of the way there without it being to taxing by using FMOD to create a single, or a a few events that have distance paramaters for volume/eq automation and also a labelled parameter to define the actual sound or balance of sounds you hear
Would you need to use FMOD to achieve that?
no, but as it scales it would be far easier to keep on top of updating events etc
thanks. Still exploring the landscape for tooling here. Started with Audio Helm as I want raw DSP on my project..
Looking to familiarize yourself with the world of interactive audio? In this project, Interactive Sound Design with Wwise for Unity, you'll learn the basics of interactive sound from conception through to final in-engine integration. First, you'll dive into assessing the sound needs of an existing game and how to efficiently develop those sounds...
but wouldn't DOTS audio be the best option, given that my game is coded entirely in DOTS-ECS ?
so when I move my audio listener around the scene my editor drops my frames from 300+ to less then 50.
well, actually, its only when my audio listener is moving AND there is a moving audio source in my scene
if I remove the moving audio source OR the listener the lag goes away
@slim kindle holy moly this is awesome
they may overlap a bit but not a lot
Uhm what do you mean to create a single?
sorry, a single event
uhm let's say im an indie who doesnt have the money for FMOD. What is the idea behind a single event?
like one audio source that changes clip?
FMOD free Indie License available for developers with less than $200k revenue per year.
You sure? because this is what I found on the website
so it sounds like i need to ask
but anyway 😄 I'm interested in the concept
so is it about having a low number of audio sources?
you don't though, what he wrote is correct - they lifted 1 title / per year restriction recently too
hello guys im new in unity and i just finished my first game
but i have some little problems in audio is there anyone here can help me to fix my problem ?
im destroying my audiosource for mainMenu scene when the player enter the game but the problem is when the player enter it destroye all audiosource even the one in the game
@everyone
if anyone can help i can share my screen to show the code
thanks everyone ❤️
extended version of #🔊┃audio message
Hey. Loos like you are grabbing the wrong audio source. If you paste the code I can help
that's a good start
but now i think the car audio script is the one what destroying my music
here is my car audi script it's from unity assets
.
post code using https://www.hatebin.com
i did that
How fo you guys manage audio , i go to freesound log in , download it but when i try to drag audio i cant put on audio source for character
yeah exactly
this part
so what should i do to fix it ?
I would: 1. Put the main menu in a separate scene altogether so you don't have to switch 2. I would pause the clips instead of destroing the audio source
is there a way to get seamless audio looping?
I think this depends on the music track... When I’ve worked on music for a game I make sure first that music in the start and at the end is compatible so it can loop without sounding weird, also when exporting I need to make sure that there’s no silence at the end or beginning... lastly I discovered that is important to know the DAW, I’d a problem with Cubase 5 because when exporting to mp3 it adds a millisecond silence at the end, so better to export on ogg... that’s all I know if all of this is in order then when implementing audio to de game it should loop seamlessly
It's quite a lot like making a seamlessly repeating texture
I'm trying to mix my game. It's totally in the red when I vid cap it, and ppl are complaining that it's clipping. But the mixer makes it look low volume. What's the go/
Just blasting my eardrums
Thanks man its working now , but now im having SDK problems ehhh!
what's the "unity"/"blender" of audio creation software (midi synthesizing)? i mean good&free software?
i know there are a couple of free tools, but i was wondering if there is one that's the "king" like blender, for example.
Hey, does anyone here have a good idea on how to implement audio, and does anyone wanna help me start?
Audacity for sound editing (no midi thou)
is there a good free solution for sound creation? with a midi keyboard or even pc keyboard? (i'm just starting. i want to get the hang of it before i start buying hardware.)
what are your project audio settings and audio source settings?
make sure attenuation isn't positive
make sure audio source volume isn't more than 1
cut the volume in half to see how it behaves.
See if adding a normalizer or compressor to your mixer helps
I've tried to build my project for WebGL, but got a few problems with audio. I learned that I have to check the option to convert the sound clips to AAC, but the problem I have is when I try to link an audioclip in the inspector, the inspector says I have no audioclips. What can be causing this?
i made took a song and made it sound demonic so you can use this in your horror games or whatever
Use a trial version of fx. Ableton, for 30 days. That should be enough time to learn alot about a program. I personally use Cubase Artist 11 - should have bought Nuendo, which is made by steinberg, and its specificly for audio engineering
What exactly do you want to be able to achieve?
thank you for asking. i don't have space or spare money for hardware but i'd still like to make all the audio (music and fx) for my game from scratch.
i'm positive i can do that with software, regardless of limitations ("binarity" of keyboard presses - i know it can't do everything a midi controller keyboard does), and i'd appreciate any help.
i can read and write basic sheet music. if there was a software where i could "input" "sheet music" and have it play for me as i tell it to (tempo and sound), maybe i could produce the midi with a software (software midi synthesizer?) and then compose a song "by code" instead of by typing on my keyboard. not sure if you know what i mean, but i think you do.
i'm already on the process of figuring out midi synthesizers (learned about them like a week ago). currently doing syntorial demo.
now the "code/program music" software i have no idea if it exists or where/how to start.
You can use MuseScore for score writing, then export the midi and import it to a daw for mixing and adding the synthesized and instruments you want...
And if you are wanting to experiment you can try MuseScore and Ardour (semi-free daw, you can pay 1 dollar for getting it and it’s compatible with all vst I’ve tried)... then you’ll need jack (a software made to connect audio softwares) so you can route midi outputs from MuseScore to midi inputs on Ardour so Ardour plays the MuseScore notes with the instruments you want...
So far it’s quite difficult to set, but once done you should have not more problems... the only thing is that to export you’ll need to do a trick with jack, you’ll need to connect Ardour master outputs to an audio track on Ardour to record it before exporting...
I don’t know if you understood but I did that and worked (all free software), and I think is easier to get it done on Linux than on windows (I don’t know on Mac)
I just remember, you can also try cakewalk by band lab... it’s free and it has a score editing tool (basic but maybe it’s all you need) and you’ll avoid all the hazel i described
awesome. that was extremely helpful. i understood most of it, yes, but it's more then enough to get me started on researching. thank you very much!
nice beat
thoughts on this title theme?
its good, but needs a little mixing together, pan it out
aye
that's the main sticker with em and music
volume control
thanks for the feedback tho @chrome cobalt
No problem!
@hollow grotto Sorry to bother, I saw you recommend fmod in #archived-works-in-progress and didn't want to go off-topic there. But, can you elaborate on what makes it better than built-in? Or rather, at what point would you recommend it over the built in audio support? For any project? For projects with certain types of requirements? I keep hearing about it but even checking out their site I'm not sure why I'd hypothetically be better off.
fmod was here before unity came out with it's AudioMixer and it still does a better job.
It's also more intuitive to a sound engineer/designer than programming.
For example you'd have to write a script to play footstep sounds at varying pitches/volumes and on various surfaces but fmod makes that easy
Ah, interesting. UCC has a whole system for that too, but it felt like it was going to be tedious to get into. It wouldn't have occurred to me that fmod might do something with it; can you explain how that works, or is there a page/video on it?
I'm a programmer, very far from a sound engineer 🙂 So beyond "play this file now" I'm not very clear on what's involved in this area.
ucc?
Ultimate Character Controller, an asset store thing
It does footfall sounds on different surfaces, I think it just has a couple variation clips though. I suspect you're talking about some more procedural sort of variation?
If you're a programmer you probably wont need fmod but it might make the whole experience fun/easier
Yeah, I mean, I have to weigh "I COULD do that" against "I have to do everything so do I have to time to do it all myself or is there something that already does most of it"
In the audio realm I just don't know much at all though. I've been mostly putting it off until a lot of other stuff is working. But I've consistently seen fmod recommended so I thought I'd start some early research.
have you produced any music/sfx before?
No
I will probably commission music when it comes time down the road. Sound effects I haven't decided how to handle
ah. If you check out some of the tools involved in that you'll start to see why fmod/wwise get such praise because they basically bring all of that into unity
Do they replace everything? Like, would I no longer use an AudioSource component for instance?
Mainly wondering because of other stuff that interacts with those.
it still works with audiosource/listeners 👍
Oh, cool. So its role is primarily in the mixing?
mixing, manipulation, interactivity.
Imagine how you'd do a gliding sound for batman.
One sound to open the cape, a looping sound for the glide, and a closing sound for when the user lets go of the button. this kind of stuff is trivial with fmod
with just programming, you'd end up having to use coroutines or animation events to get it done
At a high level, how is it done with fmod? If there's a page or video that covers it so I don't waste your time that'd cool too. I was trying to get a sense of this sorta stuff from here: https://www.fmod.com/unity But it was too... markety? Not enough detail for me to get it
This video demonstrates how I went about creating an adaptive spaceship engine in FMOD. We look at different layers of my fictional and futuristic engine, and how RPM, Velocity and Load can affect these layers. I go on to explain my Impact system when the spaceship hits things, and a Low Health system should the player begin to lose life. I b...
Are there downsides to adopting it? It doesn't appear to limit publishing platforms, and there's the obvious licensing thing (if I made enough to worry about that I'd be happy lol). Do you ever have to wait for it to update/support a new build of Unity for instance?
@deep pelican Thanks, that video was excellent and I understand a WHOLE lot better what this can offer
I'm looking to pick up an audio asset from the sale that's going on right now
Can anyone tell me which one is better?
Ultimate Game Music Collection
or
Total Music Collection
made this in logic pro X for pixelated samurai game thoughts?
thoughts on this too
like... what can I add to improve 'em?
So, a few more questions about FMOD if anyone knows. MICKEN mentioned yesterday that it still works with Unity audio sources. Anyone know how? I went through their sample project which converts the Kart racing microgame to use FMOD, and they have you go through and rip out not only the AudioSources but the AudioListener. Is that just for demonstration?
Mainly I'm thinking about character speaking - is there even any point in putting a lot of dialog in FMOD? I'd think an AudioSource still makes sense for that.
It works in a sense that both FMOD and the Unity audio system can coexist in the same project for some platforms (not for Xbox One for example), but there is no communication between the two systems. You could still use AudioSources for some sounds for example. Usually you don't want this and it is recommended to disable the built-in Unity audio for all platforms. That's why you won't find Unity audio stuff in example projects. There is no need for AudioSources & AudioListener since FMOD already handles that.
So you if you have a game with a lot of spoken dialog, you'd put all the voice samples into FMOD? Or can you just play a Unity sound resource using FMOD
The thing I'm using to lipsync also wants to use an Audiosource as input, so I'd have to figure out how to work around that.
I suppose if you can get the data from fmod as it plays there's probably a way to feed the raw data. But I don't know if that's possible to get either.
You never work with Unity sound resources when using FMOD. Depending on the amount of dialogue lines you can use different techniques. If your game does not have too many lines you can get away with just creating an Event per line, or a single Event with lines places on a parameter sheet. For a lot of dialogue you could use feature called "programmer sounds" in combination with audio tables: https://fmod.com/resources/documentation-studio?version=2.1&page=dialogue-and-localization.html
Yep your lipsync solution would need modifications
Thanks for the link, I'll look into it. I expect to have more lines than it would be reasonable to have as events... but I wonder if an Even could reasonably be a character's entire set of lines in a conversation for instance... Something to explore.
Is it even possible to get the audio data from an isolated source for analyzing?
Oh right, localization. That probably kills the event thing 🙂
With Sound::readData (https://fmod.com/resources/documentation-api?version=2.1&page=core-api-sound.html#sound_readdata), works like AudioClip.GetData().
I guess that is what I literally asked 🙂 But I mean more as it's playing - in order for it to sync
This programmer sounds thing sounds exactly right for the dialog though, thanks for that.
I guess I should rip open the lip sync thing and see exactly how it works with AudioSources to start with though, maybe it does read the raw sound data and figures out the timing itself for all I know.
Hrm, no, that can't be since it works with mic input too
what data does it read?
Looking into it. It appears to use AudioSource's GetOutputData() which it uses to get calculate volume/loudness, and GetSpectrumData() to try to analyze which sound is actually being made
And it does so during FixedUpdate
Yeah, that's all it uses from AudioSource's API. So if it's possible to get the equivalent data from a voice sample that FMOD is playing I'm sure I could modify this to work with it
GetOutputData and GetSpectrumData (called getWaveData and getSpectrum in a previous version of FMOD that Unity is using for its audio engine) are removed in current FMOD versions. Short instructions for equivalent stuff is here: https://fmod.com/resources/documentation-api?version=2.1&page=white-papers-transitioning-from-fmodex.html#system_getspectrum-and-system_getwavedata-removed
That's super helpful, thanks! Unity's audio is based on FMOD?
It'll take me some time to fully grok FMOD's terminologies and things since I only started looking into it... yesterday. But I think this shows me that there shouldn't be anything blocking me from using it
yep, FMOD ex, don't know the detaills but it's based on an older version of the low level api licensed to Unity (got it from the creator here: https://twitter.com/bpaterson2000/status/1074809868098273280)
Wow, crazy.
This was a tremendous help; I was pretty sold on its feature set after watching tutorials yesterday, but wasn't 100% sure I could switch entirely. I might have to muddle through some glue code, but at least I know I CAN do it now.
I think terminologies can be confusing at first since there is a lot, 2x APIs (Studio and Core API for low level stuff). But after overcoming initial challenges it's pretty nice to use!
I very much doubt I'd ever have found this transition guide on my own
I guess one last workflow-style question. It appears that you make one "Project" in Studio for your entire game right? I have a friend who's never used FMOD specifically, but is generally an "audio guy" and has used similar things. What would we have to do for him to collaborate on creating Events for me - do I put the entire FMOD Project in source control, is that viable?
yep why not. FMOD Studio has built in support for Perforce and SVN, but you can just push the project to a git repository.
OK, cool. Some stuff is less friendly to source control than others; the empty project I made looks to largely be XML, so that should be good. But wanted to make sure there's no surprise gotchas
just add some files to .gitignore as detailed here: https://fmod.com/resources/documentation-studio?version=2.1&page=using-source-control.html
Good tip! I'm not used to being on this side of the "Let me google that for you" thing, lol.
Oh, I see, I was looking through Unity specific docs, this is general. That's why I didn't find this myself
Or maybe because it's 2:30AM. Thanks so much again, I'm gonna go crash 🙂
ah so late! Good night! 👍
https://i.imgur.com/dLZptRf.png
Hi, what's wrong with my audio? it doesn't play when i enter the boundary things
Hello! Resident new guy here! I have a question about audio software. I have a complete score created and am ready to record a small symphonic orchestra for my game, but am unsure which software option best suits my needs. I would simply like the ability to adjust the recording in a way that fits the timing of in game events (scenic moments, dramatic climaxes, cinematic captures). I understand how to script this in Unity, I just need to create separate clips of audio and lightly adjust tone (and a little articulation). What software would be most capable of subtle (but important) audio manipulation?
garageband
- audacity / [https://www.ocenaudio.com/] on windows
but i don't think you necessarily want direct audio manipulation, scroll up for fmod studio (and its events)
Budget? I'd recommend Reaper, it's $60 though
But also, you say you want to adjust the recording to fit the timing of game events. This could affect the timing and tempo of the music, unless you're only cutting silent gaps. It might work better to adjust the ingame events to fit the music
Thanks for the info y’all!
can someone pls help :c
Has anyone used a Localized Audio Table in FMOD? I can't seem to get it to see files. Probably doing something wrong and it's probably very simple, but I read the docs on it a few times now and not seeing what I'm missing.
Is there someplace you actually DEFINE the locale codes it should use or is it just supposed to pickup directories underneath the source directory as locales (which seems to be what the docs imply)
I do see a Locale pulldown in the bottom right of the window that's empty and doesn't do anything when clicked, so that makes me think I need to define them someplace. But I haven't found where either by poking around or googling
Nevermind! Finally found it in the App preferences, which apparently also contain (some?) project settings
How to trim audio
https://cdn.discordapp.com/attachments/378582806554738688/823116087138451456/yPk4z6mRii.mp4
Hi everyone, I'm trying to find a free sound effect for when my tree falls and another one for when it hits the ground. I've been looking for a while but I cant really find a free sound that fits the style im going for... Anyone has an idea of where I could get some good free tree sounds?
Idk if this is the correct channel for this but if anyone wants to make music for my game it would be greatly appreciated! :) https://noha-interactive.itch.io/gravitational-turtle
Please use the official Unity forums for hiring people, pinned in #💻┃unity-talk. This discord doesn't allow for these kinds of posts.
Looks like it IS possible to feed AudioClips from Unity to FMOD via the Programmer instrument. Though, I do think now that the Audio Tables are a better way to handle that anyway.
Does anyone know how to debug FMOD? I'm getting an exception that my Event isn't found, but the name is definitely right, and I checked that the bank its assigned to is loaded. I'm not sure how to debug it further other than random flailing, I don't see an API to list events
Event not found 99% of the time means you haven't loaded the bank containing the event or the path of the event is wrong. The API to list Events is Studio::Bank::getEventCount and Studio::Bank::getEventList.
Yeah, I'm sure it's something I'm doing wrong. But I stop in the debugger and RuntimeManager's HasBankLoaded() says true.
Those look like C++ methods; can you access them through C#?
yeah you can get the studio system object through the runtime manager
FMODUnity.RuntimeManager.StudioSystem
Ah ha, I see.
then you can try to get the loaded bank StudioSystem.getBank
Could anyone Point me at sound manager tutorial or a way to create sound manager
Hrm. Well, the bank says there's no events. So at least it's consistent? 🙂
hehe 🙂 maybe you forgot to build the banks in the studio project with the new included events?
No, they're there. They also appear in the Unity browser thing, and the popups in the inspector
I can see them in the XML files it emitted too
So this is definitely going to be some stupid mistake I'm making in code
mmmh and that is the only Event it can't find? all the others work fine?
It's the first two I've tried at all 🙂
make sure to have loaded both the Master.bank and Master.strings.bank before any other bank, although stock fmod plugin should load them both by default If I remember right
other than that I can't think of any mistakes right now
Master.string.bank eh? Maybe that's it
I thought that was just part of Master.bank
Might explain why the three loaded banks all say their Path is null 🙂
the .strings bank maps the string paths, i.e. "event:/test" to GUIDs FMOD uses for their objects
so yeah it is required
That was it
Ok, yes, that was easy/dumb. Buuut... I saw a million references to "You need A master bank loaded" but nothing that mentioned it came in two pieces in the docs.
Ok, well, whatever, programmer instrument is working and loading AND playing the right sound now, and it seems like it's got the right spot in space too. So, first hurdle cleared!
Thanks as usual 🙂
Which means that hte localized table thing is also working, huzzah
It's... wishful thinking that I'll get to the point where I have localization of course, but I like to build that stuff out anyway 🙂
Now to figure out that DSP thing you pointed me at the other day
So, the docs you referenced say to get System::getMasterChannelGroup and add a DSP to that. Correct me if I'm wrong, but that would grab ALL mixed audio output wouldn't it?
Since I want to grab each speaker in isolation, does that imply I need to give each unique speaker a unique event tied to a unique group? (is that the right term?)
"speaker" meaning "person speaking" rather than "sound emitting device" in this case, to be clear 🙂
I think you are right, it would grab all the output. For individual "events" you could try getting the channel group of the individual event instances https://www.fmod.com/resources/documentation-api?version=2.1&page=studio-api-eventinstance.html#studio_eventinstance_getchannelgroup
this is an old example for the spectrum data, but should work with a few modifications: https://qa.fmod.com/t/getting-spectrum-of-master-channel-in-unity/12579/2
Right, that's what I thought at first. But then if two people spoke at once they'd be in the same channel right?
If they used the same event to do it
yes, but why would two people speak from the same event? 🙂
No I mean... it'd be two different instances, but of the same event. Don't you assign the event definition to a group?
Hrm. Ok. If that's the case my understanding of it is probably wrong. But that's certainly easier if so
oh now I understand what you mean. "Channels" are not the Groups/Busses you assign the events in studio to.
They are something from the low level API
Oh, ok. I thought they were
Well, great then. I was thinking I needed to have different "Speaking" events for everybody just in case they might ever overlap 😛
So this sounds like I can have one generic "Speaking" event
@green roost Looks like that example eventually got updated and made real (it's at least using a more current API) https://fmod.com/resources/documentation-unity?version=2.1&page=examples-spectrum-analysis.html
oh that's nice!
I'm not real clear on some lifecycle issues here. I can get the channel group from my event instance easily enough "dialogueInstance.getChannelGroup(out channelGroup)", and then add the DSP to that. But I'm unclear what happens then. As in, do I need to remove that DSP myself when the event completes? Can/should I then reuse it for the next event? Do I make a new DSP for each event? If I do have to remove it, when is that, during DESTROY_PROGRAMMER_SOUND or is destroying the programmer sound entirely unrelated to whether the event is done?
They implemented OnDestroy to clean it up in the example, but maybe that's only because they're putting it on the master output and that still exists in the editor when you stop playing?
Hey guys! I'm trying to integrate Wwise into my project for the first time and I followed the directions from the wwise launcher. Everything seemed to be okay, but when I opened my project I got these errors:
Does anybody know how I can resolve this? To my surprise I didn't find much info googling
Hi! I'm trying to do a sound sampler but all I found is the pitch option (and this: https://stackoverflow.com/questions/36793628/frequency-and-pitch-relation-for-audioclip-unity3d)
Do you know any "cleaner" way or any plugin to do this that? Still didn't find a good one. Thanks!
not sure about removing the DSP, maybe someone here has more experience with that 🙂
pair add/remove dsp with where it makes sense to do it at 'unity' time i.e. OnEnable/OnDisable/Destroy
i don't suppose they're creating the dsp each time the sound need to be audible but only once when e.g. the event is loaded from bank or such
it is possible to add dsp each time the event needs to be played and removed when it's finished but that's highly inefficient
though i haven't worked with Studio extensively unity callbacks are sensible time wise for this I'd guess
Well, that's the thing. It doesn't really match a unity object lifetime.
So, I figured out that the event I create doesn't initially have any channels, which I suppose makes sense. And that I need to wait for FMOD.Studio.EVENT_CALLBACK_TYPE.CREATED to happen before it has any at all. That's when I can assign the FFT DSP.
So I'm thinking I can remove it in another callback, maybe STOPPED
But, cleanup aside it does appear to be working. Now I just have to hack the lipsync thing to read the DSP spectrum data
Hopefully if the removing thing works I can just reuse the same FFT object for subsequent dialog lines, then I just have t make sure I properly stop an already playing line if the user got impatient.
Don't really know what you mean by that
I'm sorry my english is a little bit bad.
I want to change my backgorund music when something is TRUE.
But I can't change it instantly.
I'm using GetKeyDown to test if it will work or not
I want to use codes to change my background music , if i understand how to use it, i think it will be useful
I have to get to sleep so I can’t help much, but it sounds like you want your music to change and play while the new scene loads. If that’s right the main trick is using DontDestroyOnLoad(), but there’s lots of examples of it on Google like: https://stackoverflow.com/questions/27911324/play-continuous-music-when-swapping-between-multiple-scene-in-unity3d#27912788
@long grove thank you,I will try to understand it after taking a 30 min break😀
Sorry I wanna ask questions again , my game can change music now, but it is a little bit weird
WHAT I WANT:change scene -> get scene name -> input name into AudioManger.changeMusic()->change music
What I GET:change music first -> change scene
the most important problem must be : when to use ChangeMusicAudio() ?
Can someone help me to deal with this? Or everybody is sleeping ? 😢
uhh...I dont know why...but my problem was solved...
Ugh. Keep running into bugs in the FMOD examples.
And Unity hangs if I exit play mode while it's playing a sound. Presumably because the callback object is deleted and the native plugin is freaking out.
Ok, I can prevent the hang by setting the callback on my instance to null in OnDestroy(). Seems like something the example should mention
// Allocate the fft spectrum buffer once
for (int i = 0; i < fftData.numchannels; ++i)
{
mFFTSpectrum = new float[fftData.length];
}```
This sort of thing makes me wonder if they even tried out their examples
Well... the DSP certainly seems to be producing some data, it's not all 0s or anything. But it also doesn't seem to be in the same format(?) as this speech thing is expecting, because it calculates 0 viseme influence for everything
Doing a crappy Gizmo-graph of the data certainly looks like audio...
Ok, so this is probably something really stupid... but when I try to import an mp3 in the latest LTS, it's really sped up on playback, even in the editor. No clue what's going on here.
Woohoo! I had to implement two different DSPs, but I got this lip sync data extraction working
FMOD may be cool, but "easy drop-in replacement" it is not!
Ok, now to start trying to figure out some of these warnings and clean things up
If anyone knows what I need to do to address either of these, I'd love to hear!
[FMOD] SoundSourceInstrumentInstance::startChannelIfReady : Loading delay exceeded, sound may play at incorrect time
[FMOD] EventInstance::update : Event {81187dd2-b35f-49b2-8f7e-d7d07f3bb938} has waited 10.0 seconds for DSP graph to go idle - check for plugins that may be keeping it active
I found references to both on Google but not really any clear answers
question, can i use copryight free music in my game and publish it?
Overall, questions like these are better for a lawyer, rather than random discord users. Disclaimer, I'm not a lawyer, there are many countries that don't all have the same laws, bla bla bla
But from what I do know, you've got your terms a little mixed up. You mean Royalty Free Music. Music that is copyright-free means that it no longer has an owner or copyright holder, or the copyright has expired.
Even for music released under a no-royalties clause, or something like a creative commons license, there is still an original copyright holder of the music (unless the recording is over 70 years old)
Copyright free = no one owns this.
Royalty free = no one has to be paid (more) to use this.
Music can also be Royalty-Free, but not "free". Like a pack of music sold on the asset store. You do have to pay the one-time cost for the rights to use the music, but don't have to pay every time you use the songs.
Yeah, the license you obtain something under is distinct from the question of copyright. Though, to be fair, he could be asking about like, classical pieces that truly wouldn't have copyright anymore. But that's still potentially troublesome because the performances of them might. Unless you're generating it via MIDI or something....
There's another alternative: maybe Xaxup didn't have a term mixup, but actually did mean copyright-free 😉
If that is the case, and the music really is verifiably copyright-free, then yes, you can use it in your game and publish it.
Right, that's why I brought up Classical. But you still have to be careful because a performance can be copyrighted even then.
Yes, like you pointed out above
Just pointing out that there is indeed quite a bit of audio in the public domain, and perhaps Xaxup did mean that instead of mixing up things. But yep, it's all good info in any case.
Hey, you're still facing this issue? It is likely due to the event that you're trying to play is not Preloaded yet. If you're using the FMOD Studio Event Emitter, you can tick the "Preload Sample Data", but if you're firing those using custom script, you might have to assign it to a bank that is loaded with the option "Load Bank Sample Data".
Thanks for the response! Yeah, I'm still seeing it. These events are being triggered by my code to start dialog, so the Event itself uses a Programmer instrument and then I have a callback to tell it which Key to use from an Audio table loaded in my bank. I don't have much yet, but eventually I would expect to have a lot of dialog, so I'm not sure I'd want to preload the entire bank's worth of audio at once. But, as dialog, I also don't need it to be available to play INSTANTLY. I can't currently perceive any delay in how it's working now either, so I'm wonder more if there's a way I can tell it "No really, that's OK" for these particular events
Yeah true, I figured someone who is aware of these differences already wouldn't need to have asked if copyright free music can be used
~~On my GameObject I attached my script to it, added an Audio Source and set my Directory/Index to 7. I put all the sound files in each index.
In another script I have "private Announcer announcer;" and "announcer.PlayClip(6);" within a method and testing it in my scene, it doesn't play that current index and it states, "the object reference not set to an instance." Is there a workaround for this?~~
Nevermind, "announcer = GameObject.Find("Sound Manager").GetComponent<Announcer>();" had to be called from the other script.
Is there any easy way, on a PC build, to get the game to listen to your external music source, like your windows media player, VLC, spotify, whatever? I got a visualizer that I want to react to the user's music.
Are you looking for a solution that works for you, or a solution that would work for anyone? Because, I bet you could find a way to route your audio to a mic input in Windows, and then look into how to read mic input in Unity. But that's not elegant for other people 🙂
Just wondering if there's a tool or a simple scripted gameobject I could use. Just trying to get Unity to listen to my PC's music and route it to an Audio Source so that my visualizer reacts to it.
I got the store assets for making a music player, and it's already made and customized, works on all 3 platforms, I got a lot of music, but I also wanna give the user the option to just listen to their own music and still have the visualizer work with it.
Sorry, I don't really know. You could do it from the mic, but I would be surprised if tapping another application's audio didn't require a native code plugin
And doing it via a mic input would require the user to know how to do audio routing on their platform
I figured out one of my FMOD errors:
[FMOD] EventInstance::update : Event {81187dd2-b35f-49b2-8f7e-d7d07f3bb938} has waited 10.0 seconds for DSP graph to go idle - check for plugins that may be keeping it active
The docs aren't all that great, leave out a lot of detail. Apparently my callback gets DESTROY_PROGRAMMER_SOUND sent before STOPPED is sent. Which I never would've expected. Additionally, you never get sent STOPPED at all if you leave DSPs attached to the Event when you get sent DESTROY_PROGRAMMER_SOUND. So, removing the DSPs from the event AND deleting the Sound instance fixed that message appearing and allowed the STOPPED event to start firing.
As far as I can tell the docs don't explain one bit of this 😛
Had to figure it out experimentally.
how to import audio
Can you elaborate on the problem you're having? If you're looking for a tutorial or guide, I suggest the Unity manual or Google
This is great information. Thank you for sharing!
I hope it helps someone!
The loading delay messages have become more rare, so I haven't made much headway fixing that because whenever I decide to dig in it stops happening for awhile
If anyone wants to look at my DialogEmitter class I'm open to sharing it. It's a mashup of a bunch of samples, and a little messy since I'm still learning what's correct. The sample code often has bugs which hasn't helped. One of them had the wrong declaration for the callback, one of them had wrong loops for setting up channel buffers, a lot of them omit some of the expected cleanup stuff etc.
how do you make audio limited to certain areas
like i want it so that when the player enters a certain area, a song plays
@whole matrix Seems like a job for a trigger no?
sorry im completely new to anything audio related in unity
i probably should just look up a tutorial
sorry
it's not about audio. Triggers use colliders to define a volume of space and call functions on the attached script when something enters/stays/exits the area.
Hey does anyone know how to make sounds that are triggered during time.timescale = 0; play when i set time.timescale back to 1; ?Hey does anyone know how to make sounds that are triggered during time.timescale = 0; play when i set time.timescale back to 1; ?
play the sound using animation events or timeline
or better yet dont use timescale to pause your game
Hey, I saw the apps that help you learn piano, but you have to pay ludicrous amounts of money if you want to get far with them. I'm planning on making a completely free app that serves eventually the same purpose. I have a way to detect what individual key is being played but I need to figure out a way to detect what's being played if multiple keys are being played at once, any ideas?
Hi, I was wondering is there a way to play an audio clip when an animation plays via an animation event?
in a third person game do we hear sounds from the point of view of the camera or from the position of the character?
camera
Neither exactly. You hear sounds from the point of "view" of the scene's Audio Listener: https://docs.unity3d.com/Manual/class-AudioListener.html
The scene's Audio Listener is usually a component of the scene's main camera, which is usually a child of the scene's player object.
That means the points of "view" of the Audio Listener, the main camera, and the player object coincide usually, but not necessarily.
Hey I cannot hear my walking sound
I have an audio listener attached to Main Camera and an audio source attached to the player
Is your Mute Audio turned on by change in the Game window?
No
I tried adding another audio source (separate object) and I could hear it
But if I attach the audio source to the player, I won't hear anything
does your clip actually have sound
Yeah
do you hear it when you move the camera closer
keep challenging your assumptions and performing experiments
Yeah if I add an other audio source I hear it
Is it a good idea to add another Audio Source object to the player?
And call it "Footsteps"?
Because that works
sure
Uhhh unsure whether to post it under animation or audio, but is there any way, either through an asset or not, to animate WHILE listening to the music that will be playing instead of having to play the game repeteadly to find out the timing to put a certain animation? The enemies and scenery will move accordingly to the song-
do you know the bpm of the music?
the key is to match your animation rate to the bpm. if that's too slow, then twice the bpm, if thats too slow then 4 times, etc...
then you just put keyframes on the beats 😄
oh, I found a way by using the timeline (just started on unity and didn't know there was that hnnn) 👀 what I wanted was to listen where I am in the music exactly as I animate, but tysm for the answer 🙏
So im a bit of a noob and I am trying to get a soundtrack working in my game, but whenever I play it, all of the songs play at once, is there a script that would solve this?
or is this not through a script?
I'm not sure how you'd set things up that every audioclip plays at once without doing it explicitly. How did you go about it?
these are the songs
I want them to just start when I start the game, and not stop
but they just blast my ears all at the same time
But like, in sequence I assume?
yeah that is what I want
You, you'd need to write a script to do that
do you know where i could find or learn a script like that?
This example plays a random track, but it should be easy to adapt to a sequence: https://stackoverflow.com/questions/47494447/unity-playlist-in-order
ok thanks
Oh, some of the answers already do it
I don't mind if it does random anyway
I made a full 5 song EP! It's a chiptune album inspired by late 90's shibuya-kei, and I think it'd be really cool if you all would go listen! Thank you!
LINK: https://soundcloud.com/replay-368202368/sets/neon-beach-ep-tohomoko
Experience the shores of Neon Beach!
This is my first EP! Based on Shibuya-kei and 90's Japan, and games such as Lovely Planet and Katamari Damacy!
Galactic Cocktail got me thinking I had an ambulance outside
Nice stuff
I am a composer/producer, and I would like to sell my tracks on the Unity Asset Store. I'm not sure how I should do it. Should I make 4 versions of the full track
aif.
wav.
mp3.
ogg.
and then break the layers of the track up into seperate tracks in each of those 4 versions as well? I'm super new to game dev and I just want to make sure I'm putting things up to sell that devs can actually use properly
What is most ideal?
I'm PRETTY new at game everything myself, so I don't have the best answer here. But I can say that for people using something like FMOD, it's going to compress the audio its way anyway. So in that case you'd want to start from a "raw" version for sure. So wav or aiff is good to include for those cases.
I'm less sure about Unity's built-in; it does tend to import and recompress most types of assets I'm just not sure about audio explicitly.
Still, I'm not sure anything is gained by an mp3 version, or ogg unless it's lossless
Layers are useful in FMOD too since you could remix dynamically.
It's pretty cool for sound design in games, pretty commonly used in the industry at large. WWave is similar
@long grove How would I set my files up for FMOD?
You wouldn't have to do anything special, I think anybody using it would know how to deal with it. But you'd definitely not want a lossy compressed version. And if you're providing the different layers of a track as seperate audio files you're enabling them to do cool things with the tracks if they want.
I guess what I'm saying is that I just don't see any use to the mp3 option. The ogg one maybe, only if it's lossless vorbis or something to reduce the package size.
But maybe someone else will have more input, I'm not super experienced here yet.
@long grove Yeah someone else was saying that MP3 is trash for game dev because it has a late start thing that messes it up. So I could make them in .wav and .ogg and that would be pretty universal to use?
@long grove Hey thank you btw. I appreciate your help
Sure!
Unity/FMOD etc aren't going to directly use the MP3 anyway, they'll probably import it to... whatever raw format internally, and then ultimately recompress it to something else when the game is published. So you'd end up with double-lossy.
Maybe Unreal or some other engines would play it directly, I dunno.
@long grove I just want to avoid putting something up to sell, and it be totally useless.
If you give them wav or aiff and they REALLY want an MP3, they can surely make one 🙂
Ok sweet. I might just try that route, and then see what kind of feedback I get.
So wav and aiff. I'm going to have to figure out how I convert to aiff
Seems to be a few free converters online to use
@long grove You said you're really new to game dev. What kinds of things have you tried out so far? I tried following a few tutorials in Unity for the RPG kit, and 2d game kit. I thought 2d would be easier since I can draw, but I don't know how to properly use Blender yet, but oh man. I think Blender would be easier to learn then to draw that many tile sets LMAO. Its a struggle. Then theres the programming in C# which might as well be Chinese to me
I don't think there's anybody out there who'd have trouble with just wav. But, just in case I'm steering you wrong, make it clear in your Asset listing that you can provide any other format they want if they contact you.
@stuck frost Oh man, I've spent the last 9 months learning something new daily it feels like.
@long grove Programming is super rough to learn for me. It makes no sense lol
I've learned Maya, ZBrush, Painter, how modeling/sculpting work, how UV unwrapping works, texturing, how to skin a mesh, build a skeleton, make blend shapes, build a rig, animate...
I've been a programmer for 25 years, so THAT part at least is easy for me 🙂
I spent three weeks last month learning FMOD and how to do spectrum analysis with a virtual DSP with it so that I could still do my lipsyncing analysis after switching to it from Unity's built-in audio
do anyone know an audio spatializer that supports WebGL ?
The Oculus one and Resonance both uses DLLs
Is there a way to get an audio source to play multiple of the sound at the same time?
like i have gunshot samples, i want them to overlap with each other
i.e. don't end the previous one when the next one starts
oh seems there is a way
Anyone familiar with FMOD? Im trying to setVolume in Unity on an EventInstance after starting it. And nothing changes. I tried a few different ways but i cant seems to figure out how to get this to work. Can't find anything online either.
I haven't tried to do that specifically. Does setting the volume work prior to starting the event? As in, setting volume on the emitter (assuming you're using one) beforehand?
My understanding is that that volume is a suggestion and the event's volume in Studio will override it.
But i'm pretty new too 🙂
FMOD_Studio_EventInstance_SetVolume in the documentation seems to confirm that:
"This volume is applied as a scaling factor for the event volume. It does not override the volume level set in FMOD Studio, nor any internal volume automation or modulation."
Depending on what you're trying to do exactly, it might be better to control this by parameters
Or I suppose you could get the bus for the event and change it, but that might have unintended effects on other things.
thanks for this. Good to know
@long grove Have a second so I can pick your brain?
Ultimately Im trying to make a rhythm game prototype. But the latency in fmod callbacks is enough that its causing a lot of frustration.
Any tips on how to go about this?
I can try 🙂 I'm new to it myself though. What sort of things are giving you latency?
Alright. So My final goal is to make something like rhythm heaven as a prototype. I want to be able to read in markers from FMOD and listen for player input. I was trying to avoid having the markers offset in FMOD (meaning place them a certain amount of time before the actual beat, because that would make placing them harder as well as overall the offset would not be configurable)
So what I tried to do was play the event twice. Once to listen for the events (silent) and then again normally. and expect the beats on the same offset.
Ultimately the lag from starting the two sounds combined with the fluxuation in getting callbacks makes this solution impossible i think.
Next idea is to trigger the entire normal event from the silent event in FMOD. and copy the markers over. But then at least the offset is in a single place.
my audio doesnt have a audio source?
nvm
but now it doesnt go completly silent when the slider is all the way down?
I have the beat mapping done. Thats pretty much what I used to get this far @long grove But it just feels off because I dont get callbacks from fmod frequently enough. I got some things to try later hopefully it will get me closer
What did you map the slider to? If you look at your audio source in the second picture the volume is at 1.
yeah
Prob just use a few audio sources.
music?
I would look at what the music mixer gets set to for volume in the inspector then while you move that slider.
-25 o-o
wait no 0
actually
changed it to display better, this is where it is
wait...
2 of the same song are playing at once?
the source of the audio is also playing and i have no idea how to turn it off
so basically, the orignal audio and the one i added to the inspector are both playing...
how do i turn off audio in the project tab
haha. What do you mean in the project tab?
Music plays by scene
So im going to assume you have two audio sources in your hierarchy
Might have the editor preview window running someplace too 🙂
Then you have invented a new way to play sounds in unity haha. But I agree maybe a preview window open.
@barren moat I haven't done anything like this beatmapping, but I'd be surprised if the FMOD callbacks weren't reliable in general. I have found the programming for them to be VERY VERY finicky though. I other words, I have little doubt this can be made to work as you expect, precise timing and controls are after all the half the reason anybody bothers to use FMOD to start with. Maybe try posting on the FMOD forums; their devs provide code help pretty regularly there from what I've seen (I found a lot of answers to problems I was having there). Or contact the guy who wrote that beatmap article to see if he's willing to help.
wdym
this?
Im saying its impossible for unity to run things in the game that arent in the scene. So if the sound is playing you either are playing the sound in the scene. Or have some sort of preview screen open that is playing the sound.
I actually emailed him an hour or so ago. I will try the idea i have from your help and others on different discords. And see if I can get further tonight then I will post to the forums as well. Discord is just much easier to have a real conversation than the forums
I implemented two virtual DSPs in FMOD, for spectrum and loudness analysis, and it took me a solid week or so to get it working right
i drag the song from file explorer into the project tab btw
Im unsure what the project tab is....
this?
The docs are really incomplete and the API is pretty... obtuse and tricky. I think they could do a lot better with wrapping it for use in C# personally.
Ahh yea that just gets it in the folder structure
That should do nothing but have it available to you to play.
weird
agreed.
Like, I implemented a "Programmer Sound" instrument for dialog. They even give an example code for doing that. But their example is incomplete as-is and has problems.
Not really. You cant be having an audio file randomly on your PC and expect unity to know where it is or to package it with your game
ANd when I did the DSPs, nothing told me that if I didn't respond to the "STOPPED" event and remove the that the events would leak into limbo forever and never trigger the DESTROY callback
then why would it even play?
Its not you have another instance of it implemented
Delete the asset if you want. And see where the error you get for "audio file not found" or something along those lines comes from
yea... idk their stuff is weird. I still couldnt get the setVolume to work on events only on Bus or VCA
That at least makes some sense to me. I actually don't really understand why there's a setVolume command at all, since it seems like it would always be overridden
that would be your other instance 🙂
@barren moat What exactly are you trying to do with the volume of the event btw? Are you trying to vary it for an effect, or simply implement user control over music volume for instance?
The volume was to set the silent event instance
anyone has any idea how i could spawn objects synced with music?
i did a near 1:1 remake of a song from some old game called halo
OG for comparison
https://youtu.be/LuNyoX7txtA
Provided to YouTube by TuneCore
Covenant Dance · Martin O'Donnell · Michael Salvatori
Halo: Combat Evolved (Original Soundtrack)
℗ 2002 Microsoft Corporation
Released on: 2002-06-11
Auto-generated by YouTube.
guys i have a problem with my audio. so basically every time i press play a music comes up as normal and then i go in game from my main menu. after that i press ESC so it takes me to pause menu and then i press Main Menu to take me to the Main Menu but when it takes me there the music that was playing from the beginning it continues because i have DontDestroyOnLoad and then the same music starts again but continues with the music that was from the beginning. So i need a place of script but i need your guys's help
any help would be appreciatable
How can I secure my songs so that they can't be stolen from somebody?
Realistically you can't
@stuck frost Even though it's dealing with audio this is more of a coding question. But basically, you're going to want some kind of a MusicManager that's DontDestroyOnLoad, and a singleton (google these) so that when a scene loads, it doesn't end up creating a new MusicManager if one already exists. Then, something in the new scene would ask the music manager to play the appropriate music track when it starts. The MusicManager could ignore the request if it's the same song, or just always start over the track, whatever you want. But since only one MusicManager is ever in 'charge' of playing a music track at a time, you won't get duplicates playing over each other.
@pine tartan If someone wants to rip music from your game badly enough they will. Same with models and every other asset. If the AAA studios haven't been able to prevent it at all, there's really nothing anyone can do.
What about them? They apply, but they don't really do much good against individuals. If someone rips your music and tries to use it in their own game you could sue them if you found out.
Can I sue them, if I just made a song and somebody stole the music before I could use it?
I should stick the standard "I am not a lawyer" disclaimer here 🙂 But, you own implicit copyright from moment of creation. So, yes.
so got a quick question.
i know how to add music to unity and loop it easy
but i do i do like a string of music? and it loops once i play the last music
tysm
can you describe it better?
Like having 5 different songs. And I want them to be played in random order, one after the other and it loops back once they played all of them
oh this is a coding problem too]
It is more of a coding problem, yeah
There's an implementation of something like that here, last answer: https://stackoverflow.com/questions/47494447/unity-playlist-in-order
well yeah but basically i'm not that good on putting it on a script so i'll show you my script where i added the singleton but idk how to get it through more
using System.Collections.Generic;
using UnityEngine;
public class DontDestroyAudio : MonoBehaviour {
private AudioSource _audioSource;
public static AudioManager Instance;
private void Awake()
{
DontDestroyOnLoad(transform.gameObject);
_audioSource = GetComponent<AudioSource>();
}
public void PlayMusic()
{
if (_audioSource.isPlaying) return;
_audioSource.Play();
}
public void StopMusic()
{
_audioSource.Stop();
}
void Awake()
{
if(Instance == null)
Instance = this;
else if(Instance != this)
Destroy(gameObject);
}
}```
this is the script
What is AudioManager? Your class is called DontDestroyAudio
idk audio manager was in the singleton script
It's almost 3AM here, so I don't have much time to get into this 🙂
ok so basically instead of AudioManager i put dontdesstroyAudio right?
That's supposed to be the type of your singleton. So, if THIS class is what you want to make into a singleton, Instance needs to be of type DontDestroyAudio
Right
oh ok
Otherwise it looks reasonable as a starting point
That's why I'm not a compiler 🙂
Yeah, take the stuff from your first awake and put it inside the:
if (instance == null)
{
instance = this;
<other stuff goes here>
}
oh ok