#๐โaudio
1 messages ยท Page 13 of 1
ok good night to you
hi guys, im a new to unity but i know alot of things but i dont know how to add music at my game
good fukkin job here on the covenant dance remake. You know its good when it gave me the same amount of chills when the choir harmony comes in that the original does. I got visions of going through the corridoors in Assault on The Control Room smacking the sleeping grunts like i did countless times playing that game. Seriously good work man ๐
Hah, thanks!
Yo. I am having a problem with delay. When I call audiosource.play(), there seems to be a delay of about half a second before my clip actually starts playing. But this is only in the build(windows), not the editor. I've tried tons of stuff but can't find it. Anyone know what that could be?
@stuck frost Maybe you need to check "Preload" on your import settings for that file
I'm loading file from local URL, but it does preload
Found a workaround for my problem with AudioSource.time
It still plays with a huge delay, but at least I can figure out the start time which is good enough for my purpose
Whatโs a good tool to make sound SFX?
Anyone know where I can some ok free sfx? Unity doesn't have death sounds
My audio listener can't here multiple audio sources at once, help pelase
hey everyone, how can i make simple sounds (like picking up coins) for my game?
usfxr
@whole pewter can i use roalty free-music? for eg. from mixkit site?
Does anyone know how I can fix my audio latency? I've tried with and without bluetooth headphones and there's like a 1/2 second delay for .wav and .mp3. I've put the sounds into an editing software and it's always the same amount of delay. When I put the sound effect into an editing software it plays fine with no delay, I've tried changing the DSP Buffer Size to Best Latency and preloading the audio through code with clip.LoadAudioData(). Even trying to play it in the inspector has a very noticeable delay. I really have no idea how to fix this if anyone has any advice lemme know.
From the bottom of that website "Note: You are not permitted to use Mixkit music in CDs, DVDs, Video Games or TV & Radio broadcasts."
Great..
@oblique condor so.. can i use bfxr?
no idea what mixkit site is; usfxr is a unity port of sfxr which an audio effects generator so anything you make with it is โyoursโ
Again, read the license for any media
Most assets yes. But some assets you can't, so check their usage and license
If by unity assets you mean asset store things
Because just being pedantic here, but any file you add to your Unity project becomes an Asset in your Unity Game
Right, sorry
anyone got any recommendations for chiptune software, i've been using famistudio but it has no metronome.. ๐ฆ
I use Reaper ($60) and free VSTs. But that doesn't give you those sorts of "tracker" style UI if you want that
yeah i might just revert back to a proper DAW tempo is based on the nes engines 50 - 60 fps and it up to you to figure that out.. long..
Haha wow. I'm sure there are other tracker style options with more features and control, I just can't help ya there as it's not really my style
I have a strange problem here: I'm assigning multiple clips their own source via script but when I single one out to make the volume 0 there's a delay of about 10 seconds before I can hear the other tracks. ``` void Start()
{
foreach (AudioClip audioClip in audioClips)
{
AudioSource audioSource = gameObject.AddComponent<AudioSource>();
audioSources.Add(audioSource);
audioSource.clip = audioClip;
audioSource.loop = true;
audioSource.Play();
if (primaryClip == audioClip)
{
primarySource = audioSource;
}
}
foreach (AudioSource audioSource in audioSources)
{
if (audioSource == primarySource && !isPlayingPrimaryClip)
{
audioSource.volume = 0;
}
}
}```
If I comment out the audioSource.volume = 0 bit then all works well (except that I'm still hearing the primary track).
how do you set isPlayingPrimaryClip ?
in the editor
I put some debug messages in there and the code finishes immediately
I just don't want to play the SYNTH in every scene and would like to control its volume at runtime depending on the game state
then it would probably work if you pause the clip first
thing is the tracks are syncd. I figure that volume control will make it easy to keep them lined up
you can start it again with PlayClipAtPoint
otherwise they just sound jumbled up (unless there's a way to line up "positions")
have you tried using AudioMixer ?
Neat! I guess that's a better way to do what I'm doing
another thing to note is that you called the code in Start, meaning if you changed the boolean while it was playing it would never reach that code
right, that boolean would only matter at start-up to mess with the source's volume. at runtime I would be doing things in Update
@deep pelican I'll google about in a sec but just an FYI, I'm not seeing AudioMixer as a component or in the code. Gonna dig but thought I'd mention it here too
it's an actual editor of it's own. window -> audio -> audio mixer
So the mixer doesn't really give any control at runtime?
tbh i haven't fully explored it myself but it can probably deal with this
I'll check it out later, here's a tutorial I found that maybe you'll enjoy as well then: https://www.raywenderlich.com/532-audio-tutorial-for-unity-the-audio-mixer
my guess is that you send the clip output to a mixer group, and manipulate the mixer with code
๐ค
thanks!
This was definitely one of those gotchas that just don't make sense because the code is pretty straight forward
yeah it's pretty weird. the only other thing i can guess is maybe it's cause they all on the same gameobject? ๐คท
"create a bunch of sources for these clips, play sources, if source is primary set volume to 0"
or turn off play on awake
I'll try to remember to report back and let you know how it goes down
quick update: it's definitely just setting the volume to 0 that borking the other audio sources
gonna try to break it into multiple game objects ๐คฎ
no
I don't suppose any of you folks with FMOD experience have ever used a microphone with FMOD through Unity? Info about doing it online is spotty at best, and not looking forward to another multi-week adventure to figure it out ๐
you can find a microphone/recording example if you download the API. Think it's called recording.cpp in the core API examples.
that's absolutely correct but he'll spend an adventure adopting if for c# if never worked w fmod and unity audio closely before
[disclaimer: i did it but it's not free so to speak]
Yep, you're right... time consuming adapting that code
it's not end of the world though - their c++ code translates to c# directly 1 : 1 since the API is just direct wrapper, but figuring out how to consume the recording buffer in unity took the most of the time ^
I did grab that example, but I was confused because the FMOD folks on the forums were telling people to start with the programmer instrument C# example and build on that, but the C++ code doesn't appear to use that at all
So, I already have Unity code that handles both a programmer instrument for choosing an entry in an Audio Table. And I also attach two virtual DSPs to that because I analyze the sound data as it plays for dynamic lipsycning.
One of the DSPs does this:
// Copy the incoming buffer to process later
int lengthElements = (int)length * inchannels;
Marshal.Copy(inbuffer, self.waveDataBuffer, 0, lengthElements);
// Copy the inbuffer to the outbuffer so we can still hear it
Marshal.Copy(self.waveDataBuffer, 0, outbuffer, lengthElements);
So, I think that the buffer there is basically what I'd want to be capturing for recording purposes.
So, I think I'm just confused as to what the high-level approach is supposed to look like. Is recording supposed to be triggered by responding to a programmer instrument as the FMOD engineer on the forum implies? If so, what is it I'm supposed to return in FMOD.Studio.EVENT_CALLBACK_TYPE.CREATE_PROGRAMMER_SOUND to indicate that a microphone is the thing to "play"? If I do capture the wave data myself in the DSP, how do I write that to a usable file?
Or, is all of that completely off-base because the C++ API record example does none of this at all?
This is more of just a concept question but, say I had a laser gun that charges up and then fires when the trigger is released
how could I make a sound that slowly charges up, but then hangs forever at the end?
if anyone has an idea please ping me
Hi fellas! I'm working on a game that is similar to "Just Beats And Shapes" or "Beat Saber". In other words it is about music stuff. I implemented core mechanics, there is just one thing remains to do. And this is level design. But i have a big problem. I cant find good music that is NoCopyright and fits the game stylish. Do you have any music source recommendation or just advice for me? That really could help me a lot
@ember smelt The example here probably, except with increasing the pitch instead of decreasing:
https://docs.unity3d.com/ScriptReference/AudioSource-pitch.html
I am stuck finding a sound for this charge attack, or even having an idea what kinda sound it should make. Anyone have any sound suggestions/ideas?
@deep pelican Just wanted to give you the heads up that the behavior where changing the audio of one of the dynamically made audiosources making a pause on initialization persisted even when moving the audiosources to their own game object.. I'm going to see about working wht the audio mixer now.
this really does seem like a bug or some sort of unexpected behavior to say the least ๐
I'm having some issues with audio in 2019.4.5f1 (memory leek) and fresh issues in 2019.4.24f1 (audio not playing) ... anyone happy with a specific build number?
guys, what is your recommendation for making chiptune music?
Recommendation regarding what specifically? Composition techniques, arrangement, sound design, tools? ๐
Tools ๐ ๐
I mean recommend DAWs and VSTs, I'm completely new to this so any information would be appreciated
made this beat, kinda crap but is the only one wich sounds ok... I'll post it here ig
@tight meteor We don't do collab posting on this server. There's a section on the forum dedicated for this.
Every time I try to use the forums there is no one looking for voice actors or I just can't find them
Did you post there? Most devs are probably using sites dedicated to voice actors.
Either way you can't do the posting here.
can i audio mix one audio source midway?
yo im creating a high fidelity FPS and im not sure which audio plugin i should go with. i tried microsoft acoustics and love the quality of the reverb, but the baking cost is way too high (since my project supports custom mapping i want it to be as simple as possible). i tried steam audio and it sounds really bad and its performance sucks. does anyone have any ideas?
at this point i care about the reverb more than spacialized audio
Can someone help?
float Time;
I get an error "cs0116 a namespace cannot directly contain members such as fields or methods" and I don't know what to do (if needed more code, ask)
(this is an AudioMenager script)
it's outside the scope of a class.
What does it mean (sorry for my incompetence)
if you show the code it's easier to help
I made a new song!
๏ผฐ๏ฝ๏ฝ๏ฝ๏ฝ๏ฝ
๏ผข๏ฝ๏ฝ๐ค
Soundcloud: https://soundcloud.com/replay-368202368/puzzle-box
A 6-sided conundrum...
Follow me on twitter for more of me: twitter.com/tohomoko
It really does sound like puzzle game track, very nice
Yo how can i get or make sound for stoping time
@stuck frost Check pinned messages
got it ๐ ๐
does anyone know any good music programs i can use?
DAWs
LMMS [https://lmms.io/]
ardour [https://ardour.org/]
cakewalk [https://www.bandlab.com/products/cakewalk]
waveform [https://www.tracktion.com/products/waveform-free]
garageband [https://www.apple.com/mac/garageband/]
reaper [https://www.reaper.fm/]
fruity loops [https://www.image-line.com/]
ableton [https://www.ableton.com/en/live/]
bosca ceoil https://boscaceoil.net/
Wave/SFX
Audacity [https://www.audacityteam.org/]
sfxr [http://sfxr.me/, https://github.com/zeh/usfxr]
@naive thicket ^ edit/pin this ? - it's apparently reoccurring constantly ^^
FL studio. it's all grown up now
addendum Trackers
OpenMPT, Chiptone, LabChirp, Renoise, pixitracker
the rest is googling yer synths
Probably something that should be added at the end of Vertx's pin. I'll talk to him in the morning if it doesn't get added by then.
Would this be the place to ask about audio related problems? Specifically there's something weird with the oculus spatalizer plugin im using with fmod.
I guess I'll just ask anyway, it's midnight here and maybe someone can figure out a solution . For some reason when I add the Oculus spatalizer to an event in fmod and get rid of fmods stock spatalizer, I no longer get access to have the ability to override attenuation on my sound source. I would assume the panning is supposed to be 3d but it changes to 2d once I add the oculus spatalizer and end up also completely losing the attenuation sphere that appears around the sound source
Am I just misunderstanding the function of the oculus spatalizer? It seems to be a lot more difficult to get attenuation working nicely by just using fmod, regardless of my ability to override the attenuation in unity. At any rate, thank you for any help
that's something to ask at their [fmod] forum i'd guess
I suppose that's true
Documentation
Import Settings: https://docs.unity3d.com/Manual/class-AudioClip.html
DSP Graph: https://docs.unity3d.com/Packages/com.unity.audio.dspgraph@latest
Google Resonance: http://docs.unity3d.com/Packages/com.unity.google.resonance.audio@latest
Middleware
FMOD: https://www.fmod.com/resources/documentation-unity
Wwise: https://www.audiokinetic.com/library/edge/?source=Unity&id=index.html
Fabric: http://fabric-manual.com/
Tutorials
Audio Import Optimisation: https://www.gamedeveloper.com/audio/unity-audio-import-optimisation---getting-more-bam-for-your-ram
Audio Mixer: https://www.raywenderlich.com/532-audio-tutorial-for-unity-the-audio-mixer
Audio Managers: https://pyramind.com/game-audio-basic-programming-part-1-unity-c/
https://www.asoundeffect.com/game-audio-scripting/
Sound Libraries
http://freesound.org/
https://assetstore.unity.com/audio
Roadmap
https://unity.com/roadmap/unity-platform/audio-video
@quiet vortex We don't do collab posting on this discord. There is a dedicated section on the forum for collab posting.
can you suggest a site with free music for games?
@acoustic summit You are literally looking at the pinned message with sound libraries links. ^^
sorry, I didn't notice. I still need to translate to understand
anyone have good royalty free wood sounds? 4-5 of them all the ones i seem to be finding sound rough
like footsteps on wood
I gotta look into all that soon.
so far i did some foley for grass and concrete
but i dont have any wood in my house
How are you handling that, do you like, raycast down from the foot to find what type of material it is, then set a parameter on a new event?
i believe fmod comes with a script
which im using
and yeah its doing raycast to ground @long grove
something im having trouble with is i have NO CLUE how to do is different terrain layers on the terrain
Do you fire one event per footfall or do you have a running event that you send triggers to?
like grass texture does grass sound/ dirt texture does dirt sound
i think it just measures the distance travelled?
Yeah, not sure how to do that on terrain either. Stuff to research ๐
this seems to work but then again its not using FMOD
so eh
@long grove atm i just have the default sfx set to grass so all of the terrain makes grass sounds lol
if i were to make the dirt into like a seperate entity from the terrain it would be easier
dirt path\
Well, the detection is the part you need, the FMOD part isn't that important. Once you can send a terrain parameter to the footfall event you should be good.
So I've got a big problem with 3D audio... The scale of my game objects is so large that my listener is always too far away from the audio sources to hear them... Even if I set the player character to the listener instead of the camera, everything in the scene is basically dead silent unless the player is directly on top of them, because he's effectively the size of godzilla in the scene lol
I'm using the Master Audio plugin also
Is there any way to change the scale of audio in the scene? Like in the project settings or something like that? Or give the listener a bigger hearing range?
On the Audio Source compnent, in 3D Audio Settings, try tweaking the Min and Max Distance
With Master Audio there's no audio source component... Ambient sounds in it have a min and max distance though but not everything
Ouch, sorry about that. Didnt tried this plugin. Thought it could be something simple. ๐ข
Did you tried talking with the plugin developers?
Yeahhh I'm messaging them right now
@golden sky you can change the sound settings for the audio source by going to the master audio prefab and then expanding the sound group and then click on the individual sound. Each sound has several scripts on it such as the Sound Group Variation (expanded by default) but the Audio Source is also on it - expand that and then adjust the 3d audio settings
Yesss thank you so much
what synths do you use for samples (sound effects) ?
if i can avoid synths i will just record my voice for all the sfx and use reverb, delay, modulation, bounce and reverse if needed, pitch shift etc
you be surprised
this is only my voice with effects
@celest horizon
guys i have a problem with sounds in unity i want to add a background audio in the main menu i made an empty gameobject and i added a audio source on it as a component then i attached the audio clip to so when i press the play button to test it i cant hear that audio source (and ii had an audio listener in the main camera)
So i am playing a song on unity and once per frame i want to get some data (relevant to the current part that is playing) and generate a color, what data should i use to do this.
to get audio you need browser and go here - https://sonniss.com/gameaudiogdc
There is a lot of material about that on the web. Here is one from YouTube: https://www.youtube.com/watch?v=6OT43pvUyfY
Learn how to add sound to your game!
โ Download Audio Manager: http://brackeys.com/wp-content/FilesForDownload/AudioManager.zip
โ Audio Import Settings: https://docs.unity3d.com/Manual/class-AudioClip.html
โฅ Support my videos on Patreon: http://patreon.com/brackeys/
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You could also look at Unity's Documentation or Unity Learn portal.
does anyone know some pixel theme background music that is free?
try playonloop(dot)com, there are some 8 bit and 16 bit music there, not cc-0 free, you only need to attribute the creator
I have a music player and after every level a new instrument starts to play but now there is a bug that is not starting the next music but the player is in the dontdestroyafterload what do I do
thanks
any music production related discord servers ?
idk
Hey #๐โaudio peeps, I have a released a small utility tool to facilitate using GUID for event paths instead of string in FMOD for Unity. Hope it could help you work more efficiently! Check this out here: https://github.com/made-indrayana/fmod-unity-event-guid-swapper/
Thank you for pointing out that this is coming with FMOD 2.2 as well
is it easy to play MOD music in Unity ?
With Pattern jump support and proper pattern loop
IT XM S3M support
duh Unity supports the four most common module file formats, namely Impulse Tracker (.it), Scream Tracker (.s3m), Extended Module File Format (.xm), and the original Module File Format (.mod).
man it's such a short section for such a big topic
and no cues
I'd say on the surface it supports them, otherwise, no API calls
just like LOVE or Godot
2011 I would also be interested in knowing when programmatic exposure to tracks will exist. Thanks!
It's possible there's extensions/add-ons to add more support, I don't know. I imagine the whole thing has fallen out of favor in the last 10 years
Tracker music is powerful stuff if you use it wisely. Specially if you add all the audio effects feature built in Unity it can be pretty nice
essentially would you rather play samples individually or sequence them in a tracker ?
The Impulse Tracker format also supports compressed pcm
If you're making a music track you can just record the output though. and dynamic/reactive music in games has largely been consumed by FMOD and WWave.
it is a method
Tracker music let's you mute tracks/channels mix like you want
change tempo etc
Yes. That'd be what I meant by dynamic
dynamic music with the player action
That's what FMOD and things like it are used for now, dynamic mixing and audio effects based on the game environment
Yes
I know
I'm just saying that it's used for dynamic changing of the soundscape based on player aciton/game state. That's literally why so many games use it at all.
it is a recipe to achieve it but imho it's not anywhere near as nice as sourcing this from a tracker file
It's substantially more capable than trackers were actually. But, more complicated too.
I'd have to see it to believe it. I've seen this even in Godot where they designed in gdscript a type of event driven mixer...
not interested in that
Take a look: https://www.youtube.com/watch?v=hSlMn5-Lqxk
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...
This is the video where I finally "got it" with what the point of FMOD was.
it's a programmable mixing desk
I know I play with DAWs all the time, Reaper thsese last few years
Essentially it uses the system's ressources to mix tracks, which is great. But FMOD requires quite the license
Tracker music 0$ license, no strings attached
It's free until you have $200K in revenue
And after that it's... I think $3K? Something like that. I'd happily pay that if I were that successful ๐
true
I don't have a huge critic against it I just wish to programatically work with tracker files in the process
I'm not telling you trackers are dumb/bad/useless/whatever mind you, I'm just saying I get why the support has kinda withered. It's pretty specialized anymore
for license fees
and a fancy mixer
Composing music in a tracker is what inspires me, it's like having a tiny Fairlight studio
using my source material in a game engine is perfect
I don't need to turn it into an MP3
But you want it to be reactive/dynamic, not "just" a music track. That's where the difficulty arises
yes
and it is not complicated if you have the API calls
but it's crazy because it's actually so easy with the API calls
If you don't care about portability I guess you could use something like openmpt
they need to be exposed
Mod Plug lib or whatever it is called
yea there is some assembly code in there
which does not excite me too well
I used to do assembly way back at school
in some contracts a while back
they use assembly? That seems silly
because when they wrote Mod Plug they did that on a 486
so they kept the assembly code
since the last 30 years
or so
maybe 25 years
I first used it on a Pentium MMX back in 1995
Win 95
sound hasn't changed a bit since 1995..... The same gear is in play, I still use 1980s keyboards
MOD files still make sense, but maybe not Amiga MOD files imho
XM files are pretty powerful
IT files ; 64 virtual channels, 256 hard channels
and on a Pentium, you need assembly code to play that
Yeah, if it's code that's THAT old I get why they'd have done that. But.. seems like somehting that should be modernized lest it be lost to time
Btw, when I said FMOD was more flexible I meant for dynamic mixing and effects specifically. I wouldn't use the thing for composing anything and I don't think it's meant for that at all.
Doens't seem like there's a lot of great options for you unfortunately.
I wonder if FMOD itself supports tracker formats? Unity's built-in audio IS an antique version of FMOD after all
FMOD used to be all about MOD files
but they switched gear
maybe in the last 15 years they shifted to something like a studio
Impulse Tracker and Fast Tracker supports instrument definitions, , IT supports filter an Q factor as well, both of them support per key sample assignments which let's you design a drum kit for example or multisampled instruments
it's quite extensive
I work with lots of gear; Ensoniq SQ80, Sequential Pro One, Moog Source, all sorts of synths an drum machines, and the Tracker formats are very nice
they are not antiquated things really, but not saying there is no room for improvements. In fact I may at some point make my own tracker format, as I would like to have a bit more flexibility with the instruments
If they're still useful, and the main (from what I can see) libarary for them still uses 486 assembly, someone really needs to update that. Because that sorta neglect is how you become antiquated
As long as it's not transcoded to Python ...
Portable C would be a good step ๐
Hey guys ๐ I don't mean to interrupt or anything. I'm new here and looking for someone experienced with using wwise and unity together, if you are or if you know of anyone I'd love to pick their brain about some things
Both FMod and WWise aren't super commonly known in here, though there are a few using each. So, you might not get an answer right away but try asking at different times of day a few times.
Oh splendid. Is there a reason for this? Are they not commonly used in the industry? I ask because I've been producing music for over a decade and worked with various studios, but I'd always wanted to get into audio development for video games. I'm just unsure of a good 'starting point' if everyone is looking for experience, ya know? Some companies list Wwise experience, others talk more about c++ or c#
They're very common in the industry for published games. But they're a bit more complicated to use in general, have additional licensing etc.
I only remember seeing someone talk about WWise once though (on this server). Mostly it's FMOD
I can't speak to any technical difference between them, so I don't know why that is. I started with FMOD and just saw no reason to spend more time learning the other ๐
Fair enough! The only reason I picked WWise over FMOD is because my ideal job with my favorite game company listed WWise experience.
It took me weeks to get my functionality back though vs built-in audio. I was doing some Spectrum analysis, and doing that with FMOD instead was non-trivial coding-wise.
I haven't ever done anything with coding though. I mean... other than using python to make rock, paper, scissors... which is nothing in the grand scheme of things. lol I have the desire to learn, but I'm not sure where to start.
So stuff like that, and I think it's hard to understand what you'd even gain from either of them (if you don't have an audio background) is why they're less commonly known/used
What I love though is that once I've hooked it up, I can hand the studio app over to a "sound guy" who knows 0 about unity and he can still design how the sounds work
All of my experience has been with Digital Audio Workstations and plugins. I can mix, master and modulate all day long, but no one is looking for someone to come in and compose music for them.
And that makes sense, when I looked into WWise it seemed super familiar. Volumes, panning, high and low pass filters, reverb and delays.. etc.
Yup. They're both basically... ugh, I forget the term for that type of app. I'm sure you know it ๐
On the Unity side you just "fire events" instead of "play sounds", and set or update parameters on the events. I believe both of them work the same way
I also love the way Plastic SCM works with this stuff, the audio guy can just check out the audio files and not have to worry about whether changes have been made elsewhere in the repo or how to merge or whatever.
So I'm curious about that... if I'm not affiliated with a game developer but I'm still trying to learn WWise or FMOD, where would I get a "game" to practice on. (I say game loosely, I'm just imagining it'll load up with a blank file and no list of actions) For example.... if I have a shotgun sound.. but I don't have a 'game' that lists an action like player_fireweapon_shotgun.
I'm not sure if you know what I mean and It's hard to explain considering my limited experience. I just feel like I'd need to find someone working on a game that needs audio for me to even begin to learn the software.
Otherwise I wouldn't have any actions to assign sounds to, right?
I do know what you mean; it wouldn't take much to learn how to setup a basic test in Unity I don't think.
But also, at least with FMod it's not really neccessary. You can simulate all the inputs in the Studio app and set parameters as you want to pretend a game is doing it as you design
I would be surprised in WWise didn't have the same functionality
play - almost yes / fmod based unity will fail w some files/formats /
doing something else ? no ๐
you might want to look around for bass lib - has better modules renderer and supports more stuff like cues, loops etc., but you'd have to build your own tracker, it's just a library... -
modules are totally awesome - but UT just took whatever very basic support for them there was in fmod and did nothing else, unfortunately
Not sure where bass is at in 2021? is it on github? I'll check that out
I remember bass back in the days didn't have complete support for famous MOD formats.
I think S3M was it's most complete support back in the days
no it's not on github never was; it can do stuff like mo3 too http://www.un4seen.com/mo3.html
ah that 8bit comment is so bad. We like nice noisy 8bit samples some times, and you don't want to do single cycles converted to mp3 that is ridicule. Otherwise I like the added feature. Now the pun is; What tracker do I use for MO3? mod plug?
But it is awesome to have the compression even if lossy.
I'd suspect you flag the samples to keep compressed.
is there a Bass.o ? :P
Wow Bass has come a long way! nice
Catch is; licensing fees...
actually it is,a reasonable license
it has one of the best modules formats support via plugins, probably
on some files it sounds differently than e.g. fmod
ah there the encoding sample/bit rates are individually adjustable for each sample
What is a good app to get started with audio?
I'd suggest you get started with a digital audio workstation of your choice (I use reaper it has like a 60 day trial for free) and get some virtual instruments (spitfire audio has some great ones for free if you're just starting out) and then just jam around with that stuff
also learning some basic music theory if you're a beginner never hurts
Can you compose?
If so, flat.io 100% of the time
Alright. I'm interested both in music and just sound effects
If you want midis, however, there are several free online sequencers that donโt require signup that you can replace the sounds of each instrument due to being midi
what is midis
A MIDI file is a file which represents a song
But it is dynamic
Unlike a recording(or audio vorbis/mpeg), midi files represent notes with numbers and complex strings, but not sounds; just notes
Alright
This way, you can import a midi file into any sound/instrument
Try onlinesequencer online to familiarize yourself
Itโs the best for free with no signup
Np
Anyone know a good place to get ambent sound effects?
if you have fl studio you can just use pads to make any ambience
otherwise you can free stuff here https://soundbible.com/free-sound-effects-1.html
SoundBible.com has thousands of free sound effects for everyone. Browse our extensive sound library and pick and choose the sounds you want. Sounds are updated 3x a week or....
has any game ever done a ray traced audio system?
like, the sounds instead of working how they work now could cast rays on all directions and that way you could accurately simulate panning, sound reflection, reverb etc
so just curius if you need voice actors. is it most common too pay someone to do it or is there some website of people that does it for free?
At least don't know one... Also, I usually use voice changer especially audacity... It doesn't do a great job but is good enough to go by.
tried making a song but failed hopelessly
audio source 'pitch' slider is incorrectly labelled. it is actually playback speed
pitch != playback speed. However playback speed does effect pitch.
Sounds like a retro song, like... a menu music
Reminds me a bit of Don't Touch Anything
@rough brook https://www.youtube.com/watch?v=dLBaaimHRVU
https://twitter.com/_FQteam - our studio twitter (ENG)
http://store.steampowered.com/app/354240 - 2D verison steam
https://store.steampowered.com/app/529590 - 3D version\VR steam
https://soundcloud.com/blinch_music - my soundcloud
https://twitter.com/blinch_ - my twitter
https://vk.com/kwin_steam - ะฝะฐัะฐ ะณััะฟะฟะฐ ะฒะบ
https://vk.com/blinch_music -...
guys... anyone here got any experience with audio mixers on Unity?
Does anyone have any "optimal" settings based on what the audio is?
Mine are pretty out of date
i made a new chiptune-ish song
โญ ๐ซ ๏ผฃ๏ฝ๏ฝ๏ฝ๏ฝ๏ฝ ๏ผข๏ฝ๏ฝ๏ฝ๏ฝ๏ฝ๏ฝ
๏ฝโญ ๐ซ
Link: https://soundcloud.com/tohomoko/cosmic-brownies
Delicious...
Made for the IPMC Space Album.
Follow me on twitter for more of me: twitter.com/tohomoko
I'm a music student, so I could give you my two cents if you want?
wdym 2 cents?
"or two cents' worth : an opinion offered on a topic under discussion"
Just an expression :)
ยฏ_(ใ)_/ยฏ
First off, what program/ website do you use?
beepbox website why?
If it has any volume controls, I would make the volume louder than the chords that pop in. Also, the start of the melody is pretty cool (without having the context to what the song is for), but the latter part sounds a bit random, like it's just there to be there instead of actually expressing anything. And the end of the second riff is a bit overkill when you already have a busy melody. I get what you're going for tho, cool stuff ๐
thanks, I'm maybe going to use it for my game
do you have any music that you made that I can hear?
nice
don't really know how to get it better than this
Well, obviously it's not gonna be easy for you then. I think you did good for not having any experience
๐
What's the music for?
Background, a scene, fighting?
ok cool
so
gimmie a sec
as background music, you'd prefer that it didn't take too much of your attention
Obviously depends, but in this case, I think that's a good idea
brb
ok
guess that "brb" changed to "I gtg"
nah
then whatcha doin?
I'm just making a quick example of what it could sound like
ooo
This is just in terms of how many notes etc
frick me bro, that's way better than mine
There is a 6 year gap and 3 years of education between us, so don't beat yourself up over it ๐
np
Just keep in mind, don't overdo it, and try having some variation so the player doesn't want to rip their ears off after hearing the same 5 seconds on repeat for an hour ๐
haha yeah
๐
Just now I was using the one you use
oh damn
can you send me the link because I'm struggling to recreate it?
wait
can't I just import it
gimme a sec
I don't have my laptop rn, I'll do it in an hour at most
nope can't
thanks
please dm me the link of the song
V2 of my soundtrack
What does Output do differently than Audio Clip in the Audio Source component?
I'm not really sure where to post this in this discord - so if this is the wrong channel please let me know. I am having a serious audio problem with the audio in Unity. I was working with a tutorial last night to add accessibility options for audio.
Everything with the sound was working well while workig on it, and like usual I put my laptiop on sleep after I got sufficient work done. When i turned on my laptop this morning, not only did I get the following error message In unity, but my laptop audio does not work anymore. I've deleted all the scripts I was working with from the tutorial, restarted my laptop, tried to troubleshhot the problem in windows and nothing Is working. Right now, I can get audio with a bluetooth speaker, but the computer audio is bust.
Error message:
not sure what scripts deletion and tutorial has to do with this
update your laptop
I don't have any windows updates left, but I just checked the tutorial again and It seems like I just had to change a setting in the Audio manager script.
it has nothing to do with scripts or unity for that matter
update your audio drivers
and even if you do so depending on their quality there's no guarantee your audio will work across sleep/wakeup cycles
your soundcard manufacturer might have more up to date drivers than those present in windows updates on their website
Thanks for the advice. The unity audio started working, but I went ahead and did a complete reinstall of the drivers and It seems all good now.
i would think so -- it might break when you sleep/wakeup next; but just reboot will fix it
Hello! Does anyone knows how to contribute to the Unity Open Project: Chop Chop game from the audio/music development?
Where can I buy music for my game
Depending on your budget you can either find a Composer and hire him or search for music packs that fit your style
hey guys, I'm looking to make a sound when my player's projectile attack hit something.
It's not a shuriken, but I guess looks a bit like it, and I thought the sound of the shurikens in this video fit:
https://youtu.be/TvyPoN027Ng?t=69 (trying to start around when the guy with the shuriekn starts).
Any tips on how that sound is "called" ? that is, what should I look for google to get something like that?
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Or if it's not a massive project, you could learn to make a bit of music yourself :)
What audio software should I use?
depends on you. Are you familiar with any audio software or no?
Im new, and i would like to use bass library but im not sure how to import it. I would also like to use ManagedBass as the wrapper for the bass library
Iโm very new to it
I'm looking for the sounds of the tubes of an old mail system, the one being used in suction, such as seen in movies.
Specifically the sound of something being sucked into the tube, and then something pushed out of the tube.
Any thoughts/tips on how to find these sounds?
Working on voices for our motivational quotes in our Workout Game!
This is the character that says it!
haha cute. btw, the space in the room you're in lessens the quality of the audio. You could record in a closet or something to make the audio sound better. It's also gonna be a lot easier to edit!
to a daw or to Unity?
Alright! I'll redo it in a closet!
Nice! Be sure to send it afterwards so I can listen :)
To unity
ah, can't help you then :P
Hi everyone, how can I through script access to group mixer volume ? I can only modify the parent mixer's volume ... ( I would like to change rain volume but I can on ly change Master atm ... )
mixer_rain.audioMixer.SetFloat("Volume", newVol);
mixer_rain is type AudioMixerGroup
There's a pinned tutorial for the audio mixer
Ok I check it, thanks you =]
Does anyone know why the volume increase suddenly when i start the audio after changing the music time. It will make a sound from before changing the music time for a quick while. This only happens on audio mixers that have pitch shifter on them (to change the playback speed to 0.5x or 0.75x)
guys my game lost audio after watching ads (ios) Is there anyway to fix this
So far i have try mute/unmute, pause/unpause / destroy and recreate AudioSource. None worked !
hey i was wondering what will the legal implications be if i use music from a label in my game , specifically NCS and MonsterCat
it would be, prepare to empty your wallet
shits already empty
You need permission or pay for others music to be in your game
even if its free?
This should be all the info u need
thanks alot
no probz
This is in Australia though, so if you find something that implies you can use a certain song in a way that seems legal, still check up how it works where you live, and where the involved parts that made the song are from, and what licenses used etc
When I expose a send level parameter in a audio mixer group, it exposes all of the send levels in the mixer as one exposed parameter. I would like each send level to be its own exposed parameter. Is this a bug?
btw, I forgot. If you absolutely want to use the song in your project without consequences, you could wait like 100 years for the copyright to expire!
sounds like the best idea yet
are you sure you named them distinctively ? but it might be - if not feature ๐ / would have to test.. /
yeah i did
How would you make a shotgun feel and sound powerful without making it sound like an actual shotgun?
What sort of sounds would you use?
@restive orchid We do collab/job posting on the forum
I would look at what actually happens when you fire a shotgun, and then you could add a few sounds together to simulate it. The reload sound will also help the immersiveness. If you want a big sound, bass/ low mid frequencies is your friend
Ok thank you!
Hello. I want to make soundtrack for my game. Do you know any free and good programs where I can do this?
I heard a lot of good stuff about lmms, if you have ios you can also use garage band
Hello. I'm an indie game developer (mostly programming) but I used to be a music producer so I know quite a lot about sound. I'm curious to know what is the workflow used by sound designers to produce sound to games (and make sure they well fit together) and to test them in and outside of game.
Sound design is about spending quite some time tweaking knobs so having to send them to the game and then testing and going back to tweak and test again seems like a very slow process
Do they have a video of the game and put the sounds on top to test? Do they sound design from inside Unity?
FMOD Studio
unity can't author audio - that's still done outside of it, but external packages like FMOD Studio i mentioned have tight interop with it in that you can define events/cues/loops and expose and react to them in game
would authoring in unity be a good workflow? like having VSTs on it?
it'd be a no workflow ^^ it can't host VSTs
and what if there was a tool? ๐
if there is gimme )
but it can't be done officially due to platforms support
there are some tools on the asset store but nothing like a complete DAW like environment can give you
Ok, thank you
no problem
Hi guys!
I have a question. I want to trigger an event every time the volume of a certain sound source reaches a certain threshold. Are there ways to detect and thus use the varying volume of a sound source in code?
Audiovisualisers come to mind.
More specifically, I have some long sound files which have silence in them. Everytime they are emitting sound, I want to trigger a boolean to be isPlaying = true to use elsewhere in the scene.
Any hints at where to look is much appreciated ๐
I use FMOD as middleware, by the way, if that makes a difference
Yes, thatโs a part of the FMOD api for sure, Iโm a sound designer working in fmod and the programmer on my team implemented this last week. I believe there is an โaudibilityโ parameter, which is what we are using, as well as an RMS parameter, in the fmod api.
Listen to Wipeout by LindonPeasley #np on #SoundCloud
Is there a good free app for creating music without the need of recording audio myself? (like blender is for 3d modeling)
Say, about prefab audio sources, I remember them automatically panning to wherever the sound was originating from in game?
now it's definitely not in my game
Hey is possible to get the voice volume of an player ?
I recently got a studio quality microphone and I'm looking to make some use of it. If you have need of a voice over, be it narration or a character, feel free to hit me up and let's talk turkey.
Audio applications are called DAWs, or Digital Audio Workstations, there are some free ones out there, some demos and some very cheap. I think Reaper is pretty much free. For other daws, the demo usually works in the way that you cannot save your stuff, your project, but you can work on it forever and export audio from it
Hey guys we have an audio glitch (or 2) but I wanted to ask if anyone might be able to point me in the right direction to solving them... we have debugged so long to no avail.. firstly is only happens in the quest 2 sets (multiple) and only very very rarely. the 2 glitches are: a high pitched screech almost like a sound is stuck at one point and the second is stuttering, get half a second of audio every now and then. any clues would be really helpful thanks - it was all setup using an audio timeline if that helps
it always starts at the very beginning of the scene also.
I could run the same thing 100 times fine but the 101 might trigger this issue.
How can i play a sound effect as example, when i click on a button?
In the internet are lots of tutorials but none works...
I'm a beginner in unity๐
Sorry for this simple question
add an audio source to a gameobject, then drag your audio clip to the audio source, get reference to the audio source in code and attach it to a button
Learn how to add sound to your game!
โ Download Audio Manager: http://brackeys.com/wp-content/FilesForDownload/AudioManager.zip
โ Audio Import Settings: https://docs.unity3d.com/Manual/class-AudioClip.html
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ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท...
After following the tutorial all you need is one line to play any sound effect from anywhere
Ah, this is great! Thank you so much!
Unity audio runs on a child thread by default, right?
So I've been trying my luck getting this to work, but I don't think I'm sophisticated enough in FMOD to understand the API.
I want some code which returns the current volume/loudness/audibility of a given sound source, so I can trigger events based on the loudness of the file currently playing.
//I declare the variable:
using FMODUnity;
FMOD.Studio.EventInstance music;
//in the Start method I define it:
music = RuntimeManager.CreateInstance("event:/Flute");
//in the Update method, to test whether I can get a value, I do:
music.getVolume(out float volume);
print(volume);
However, in the console it only every returns the value 1. I know it's supposed to be a value between 0-1, but it only prints 1.
It might be that I need to use a meter instead of the volume function (I couldn't get the getAudibility thing to work either), however, I don't know how to write that code. Been searching online for hours, and when I come close, it's too complex for me to understand right now.
Can someone write a code which simply:
Measures the amplitude of an FMOD event
Prints that measurement to the console.
If I can get that, I should be able to sort out the rest.
Thanks a lot!
Does anyone have or know a good free sound pack for a simple platformer game? Thanks in advance
hey
for some reason, my whenever i play my game i get the error msg "Can not play a disable audio source". Does anyone know why?
how would you carry over audio from one scene to another without it restarting/
Learn how to add sound to your game!
โ Download Audio Manager: http://brackeys.com/wp-content/FilesForDownload/AudioManager.zip
โ Audio Import Settings: https://docs.unity3d.com/Manual/class-AudioClip.html
โฅ Support my videos on Patreon: http://patreon.com/brackeys/
ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท...
Try this
I made a new song ๐
Yeah... I'm chilling...
Follow me on twitter for more of me: twitter.com/tohomoko
does audio source apply attenuation when spatial blend is set to 0?
Also - does that mean when AudioMixerGroup is assigned then relative position of AudioSource to AudioListener doesnt matter?
very nice harmonies ๐๐
anyone know how to fix this?
so it appears you get this error if u have build setting switched to webgl, by switching it back to windows i was able to solve it
it shows the debug log message but doesnt play the audio
everything is set up?
Only when i delete that if else code, then the audio starts playing when i set it to play on awake
is Play and Stop not good?
i have some audio groups setup to differentiate between music and game volume. i have this pistol prefab that was setup with an audio clip, how do i make it where that audio clip plays through the GameSound audio group?
Hey guys
I'm trying to use 2 different Audio Ducking effects on the same channel, but my send isn't recognizing the existence of the second audio ducking effect, any ideas?
I dont know if this is intentional, but your track is almost entirely in mono
you can see the stereo width displayed on the plugin on the right
the guitar and sound effects mixed together sound pretty cool and is pretty awesome
I think It just need more clarity and presence in the 5 - 250 hz range
right now the only bit of low end is coming from your kick
and make sure to turn down the cymbals a litle bit and add a small amount of reverb
If you want to be cool
thank you
i made it with an old music making program called fasttracker
there's a clone out there and i made it with this
is there a way to get PlayClipAtPoint to work with audio groups? i have an audio source setup to output to a specific audio group.
AudioSource.PlayClipAtPoint(audioSource.clip, barrelTip.position);
audioSource.Play();
the first line doesnt work with the audio group and just outputs full volume regardless, the second line does work with the audio group but i lose the 3d positioning of the sound effect
I guess you could set the clip into a group through code as discussed here:
https://answers.unity.com/questions/1604414/setting-a-specific-audio-mixer-group-through-code.html
But that does sound like a more cumbersome solution than just having an AudioSource in the correct group to start with, instead of using PlayClipAtPoint
hey guys
I've noticed that when you play an audio clip while its already playing, it overwrites the first play and starts playing from the start
is there a way to make them stack?
as in, if a clip is playing already, then make it and the new clip play at the same time?
I think it might be better if I explain the problem
basically
I have a gun that shoots when you hold down lmb
and plays the clip every time it shoots
and when I tap it its fine
but when I hold it only starts playing when I let go
I fixed it
if anyone ever has the same problem, use PlayOneShot()
Hi, I am working on a auto generated dungeon and am currently unsure on what to use to for audio control. Should I use the Audio Reverb Zone or do a custom Audio Mixer Snapshots zone?
I'm struggling with something similar
I guess if reverb zone gives you the effect you want, that's probably the more straightforward implementation
I'll need snapshots for 'underwater' effect, but I'd also use mixer groups to let user set volume for different sounds
Problem seems to be that snapshots will overwrite settings in all groups and I can't figure out if it's possible to exclude or override some of them
@solar cloud do you happen to know much about preloading samples with FMOD? Every time I've tried it just crashes the build.
I presume you haven't looked at it for ages, but might remember having a similar problem?
We've simply never had a problem with it. Are you getting delays after triggering an event?
Not noticable, but fmod does complain often with "Attempting to schedule a sound in the past"
Ah, right. I've seen that before a couple of times, but it's never had a noticeable impact.
It's good to know fmod hasn't figured out time travel, but I would like it to work
hahah, yeah. Actually tbh I thought that the banks were just all in RAM at runtime because they are all "loaded" at startup.
But I was just chatting to @stuck needle and they said that this is not the case.
Having issues with audio hiccups.
Yeah, you do load the banks, but that's different to loading the sample data. I don't know what the difference is exactly though, all I know is that preloading the data crashes us, so we've just stayed with the warnings
They tend to be pretty quick to respond in their forum, so I'd def ask there if you haven't already.
Sorry to not be of more help.
less relevant every year
Relevant whenever I have FMOD problems though, so maybe it knows
hahah
I'll try loadinbackground=true on those clips, should remove the loading hiccup
can any body help me to make a soundtrack for my game i have never done it before
Is there any way to control stereo position? I think it's pretty significant for accurate spatialization when using either headphones or speakers
The listener should ideally know where your stereos are located, each 90 degrees to the side if using headphones, or about 15 degrees to the side if using speakers
I believe this is what the choice between speakers or headphones do in most games' audio settings
Rarely games will let you specify this angle in degrees
That'd be surround sound
I'm talking about stereo
stereo is not spatialization
spatialized sources are for all intents and purposes more or less treated as mono
you'd need separate mixes for speakers vs. headphones
Perhaps I'm misusing the term, I don't mean spatialized rather just as a 3D source
How would the separate mixes be different, specifically?
3D source is spatialized source ^^
you'd need to author them separately, unity would have nothing to do with this
Oh hm
I'm talking about stereo listener, you're talking about stereo source?
Is there any way to control stereo position?
all there is is stereo pan, that's it; if you want anything else you need separate mix ( audio clip )
Listener settings and methods certainly look really barren
Configuring speaker setups for headphones or speakers should be just a single option or variable if it was here
Hey there! I have a question, how would you give someone feedback/compliment on their music/sfx? (Feel free to answer whatever part you want) Besides the vague, e.g. "it's cool!", "Liked it", and such. Personally, I prefer to give a specific feedback/compliment
You could talk about mood, which is what music ultimately is trying to set. Listening to a song out of context might sound good and all, but in context, might completely miss the mark.
Also, you could always talk about the music from a musical theory standpoint. I know there's been people who's posted their music here, even, and listening to it, you can't help but wonder if they're just mashing buttons on a keyboard. ๐
As someone that actively participates in giving feedback to music on another discord, being direct but not rude is usually the way to go.
You want to point out your preferences and problems you've noticed, and if you can, offer solutions to those problems in the most clear and concise way.
I don't know how technical you are about music but if you can, you want to give them actionable feedback. In other words, don't just say "These drums are bad." Or "I like the vibes but the mix needs work" Explain what about the drums you do not like or think is objectively poor, and what can be done to fix that, or what you might put in place.
Like, lets say someone has given you a track for a forest environment and it includes very obviously electronic sounding drums that you might here in an EDM song. Really heavy kick and snare kind of stuff. You'd want them to probably change the drums to things that maybe sound more natural or less distinct, like some percussions, maybe some more "tribal" sounding drums (For lack of a better word, shakers, bongo's, etc.)
If the mix is bad, try to identify why it's bad and what they can do to resolve that problem. Are there instruments that occupy the same space, making them sound muddy and ill defined? (Like say, maybe two guitars playing over the top of each other) Or are some things noticeably and uncomfortably louder than other parts? Like a snare or synth completely overpowering other parts of the track? And then how best should they resolve that, in your own words.
Compliments are also nice, it's best to be clear and concise with them as well. Explain what is good and try to encourage more of that.
I would use separate audio editor, but I'm sure there's a way with code to emulate it's trimming (playing different parts etc)
like what you can do with sprites
https://answers.unity.com/questions/993241/how-to-play-specific-part-of-the-audio.html There's some ways in the replies here
Though it looks like it'd be overall better and easier to cut the clip in something like Audacity
I also agree that doing it in a separate software is more precise, easier, and takes less time. Unless you have something very different in mind.
Hey. I've been lurking for a while and was wondering. I've been producing music for a couple months, and soon I'll be done with a big project (my first EP) after which I'd be interested in trying to make a soundtrack (and possibly sfx) for someone's game. Is there place for posting about that?
Is there a way to "overlap" multiple sounds of the same clip without having more than one audio source? For weapons for example when one shoots faster than the sound clip ends
AudioSource.PlayOneShot does this
Yeah; it also spawns a GO, does it not....
PlayClipAtPoint does
They're different
But similar

To clarify, the first method does not spawn a GO
Not sure how to access the sounds that are currently playing though, if you ever need to do that
Well it seems to be doing what I want it
but whats going on in the background? Is it performant?
That's a tough one
I don't recall reading any warnings besides that it's easier to run into the 32 concurrent sound limit as any one Source can have an unknowable number of clips playing at the same time if you don't keep track of them
Hi, so i dont really make music but i still want to make my own for my game. What are some good tips for composing game music before I start?
Have a musical background? ๐ค
Otherwise if you're going into this blind, try to build it around a melody. Nothing screams "I don't know anything about music", like a bunch of random notes played in quick succession.
I don't consider myself as a musician but I agree with Osteel! Also consider learning some basic scales and chords to have a unifying place. (A melody unrelated to the chords might sound a little weird haha.)
I started with Andrew Huang's video: https://youtu.be/rgaTLrZGlk0
20 more lessons like this about music production, songwriting, mixing, mastering, and more: http://learnmonthly.com/andrew
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Question: I'm playing a movement sound when my player is moving. So, If I'm holding the "W" button down for example, the movement sound should start playing. Problem is, it plays over and over so the sound is warped because I'm holding the button down. Is there a way I can just play a sound once when I hold a button down?
Play the sound only if AudioSource.isPlaying is false
For this you need an AudioSource instead of using PlayClipAtPoint, in case you're using that
thank you
does anybody know a generic ui sound pack?
Kenny Assets has some sound packs you could check out.
Good day/afternoon/night everyone! I've been practicing music production (targeted to game music) with a "little" excercise, which is to copy/produce Zelda Botw Hyrule Castle theme. I have absolutely no experience so I'm looking for feedback, like, for example, if I've made any evident noobish music production mistake. Any feedback is appreciated.
Note: the original theme has an "outdoor" and an "indoor" mix. I'm using the full channel mix here. Also, the song has no "marching footsteps" yet (haven't found any I'm convinced with).
wow its pretty good
what did you use for the drums?
i think at 0:22 youre missing that bassy piano in the background
For the snares, cymbal, tom and chime bell I used EWLQ Hollywood Orchestra Gold lib
๐คฏ
I modify the chime envolpes to make that "decaying" pitch
The kick I think it comes with ableton suite
yeah those drums are really convincing
About the piano chord at 0:22, I listened to the theme a couple of times (the exterior version) but I can't hear it, so I removed it
The thing is, I feel the original version sounds mmm "clearer". I can't tell if it's a thing of the instruments lib itself, or if I added too much reverb ๐ค
Also I'm missing the piano octaves panning. I haven't added any "unnatural" effects yet
I am trying to decide what preset should I use for my underground ruins level. Should I set my audio reverb zone to cave, hangar, stone corridor, a mixer of two, or all of the above? Would like some opinions on it.
The pop is the physics of the bullet its the sound of when it hits the ground
Err what
Its the sound of the bullet hitting the ground
apparently its related to mp3 file types, but even changing it to wav or ogg, the popping persists
ah, decompress on load also has this popping issue- it was related to my actual gunfire and not the shell
damn ur first person shooter looks super good!
why everyone saying that , its not even that good haha
got so much crap i need to fix or add
because its litterly so good the graphics are ๐ kudos
the graphics are copyrighted placeholders like most audio 
I hate it so much when people say that, especially considering that it's literally just an animation and sound
I agree. Point being if you spend hours trying to get a single animation and sound perfect, you're not using your time effectively. Work smart not hard
that was very loud lol
In the editor you can mute an entire Audio Mixer Group with this button. Is there a way I can do this with code? I know I can expose the attenuation/volume in code and set it to -80db or whatever, but I'd rather leave the volume alone and just mute the group for this feature. Is this possible?
Convenient it would be, but it seems solo, mute and bypass are editor-only things
The way to go is to expose the volume and alter that in code
You can make a temporary mute by storing the volume before mute into a variable, and then return to that value when unmuting
yeah - was trying to avoid that if possible. Alright thanks
not super complicated just annoying ๐
Luckily not both ๐
is it just me or did 2021.1.14 break audio in the editor?
works fine in .13
works fine in Unity Player .14 when I make a build
LOL good thing you figured it out
i made a new chiptune song!: https://soundcloud.com/tohomoko/memento
"Let me take your picture!"
"Huh...?"
snap
Click here for more me: twitter.com/tohomoko
please listen, and thank you
I'm hoping theres some sort of super genius here, because I need help.
I'm trying to mod a Unity game, but I have like no knowledge of Unity.
I'm trying to mod audio, but the audio file is a TextAsset attached to an AssetBundle.
audio file is a TextAsset
:what:
this is everything for audio.
theres an asset bundle and a text asset
i believe the textasset is a SoundBank thats been converted
because it literally says convertedsoundbanks
So what I need to know, is how on earth do i turn a soundbank into a textasset
I don't know what a SoundBank is, but that is a "TextAsset" in the sense that it's been imported directly as-is into Unity without conversion from its original format. See https://docs.unity3d.com/Manual/class-TextAsset.html for detail (especially the binary data section)
if you just want to get it into an AssetBundle, take whatever the heck a SoundBank file is, give it the extension .bytes, and then create an AssetBundle that contains it
if you extract one of those from the file you found it in and run it through one of those header identification programs, you might be able to confirm the real file type yourself
this worked flawlessly, thank you!
giving it the extension .bytes and creating an asset bundle i mean
also, the sound bank is .bnk
How would I add footstep sounds to my player?
I looked up a lot of ways but I don't really understand them
you can use coroutines
btw there a lot of other ways too
HOW DO U ADD MUSIC TO pUASE mENU
At what point during your cross posting did you not realize your capslock was on. ๐ค
i did but thats not the point
Add an AudioSource component to your menu, set play on awake to true and add your desired audio clip
ok
Very chill and lovely!
thanks!
I have a question. I'm looking into having spoken audio for various conversation bits. I'm now trying to figure out what would be the best way to store the audio files. Is it best to put all audio in a spoken audio folder and just reference that piece of audio when a chat event is triggered? Or should all audio be put in a Resource folder and loaded when needed?
wWise or FMOD are the industry leaders, they have their own methods. FMOD is considered more indie friendly in reviews I've read, wWise is considered a bit more professional/complex, but I don't know if that's accurate yet
also, I've found myself here for a very closely related question haha
I've collected some bazillion gigafloops of audio from these bundles we see all the time. Most of is awesome but it looks like I need to sample and sort things for it to be usable.
Question: How do you guys manage big libraries of audio files like this?
I think FMOD is more of a final stage thing... DAWs like REAPER are I think more for creating music. I just want to sort and maybe clip/edit a few sounds (I'm not trying to be an audio engineer).
@stone bone I used FMOD a long time ago, but haven't touched it in years. I pretty much just use Unity's base sound stuff. But the issue of how to deal with tons of audio files is something I've been debating for a few days. I'm trying to get some more input to help me make the final decision.
there's a type of software just for it... what it's called fails me
but, probably what I want is Windows Explorer lol
Well, some folks recommend using addressables for the files as it would make them easy to deal with instead of putting them in the Resource Folder.
I don't know if I'm gonna have enough of them to make that a practical solution.
Currently, I just have them in a Resource Folder.
There aren't many yet, so I didn't think it would be all that much of a problem.
I'm just trying to think long term.
FMOD lets us take audio files completely out of Unity's control, right? I don't think Unity has a very robust audio system, and most people switch over when things become more complex.
I can image that. I've tried to avoid using too many third party scripts and focus on my own stuff except when absolutely necessary.
FMOD used to be implemented in a strange way in Unity, so I dropped it many years ago.
Not sure if it's gotten better in recent years.
if you're set in stone about staying away from third party solutions, I'd recommend talking to the guys who made Lifeslide
they have a discord, which you can find from their store page
Thanks. I'll check it out.
if anyone knows, I think it'll be them haha
Hi I have near to no experience in audio editing but I am trying turn a robotic voice into natural human voice . Is there any way I can do this . Thanks
I need to build a comprehensive sound system, but I'm not sure what approach is going to be the most scalable given my inexperience:
I need to have OnCollision sounds for a physics (VR) sandbox like environment where there are potentially hundreds of rigidbodies colliding near the player (or far away). I need the sound pitches and volumes to be dynamically scaled by mass and collision magnitude properties (to make collision events sound realistic and have variance), and I need potentially many sounds to account for different materials/material pairs.
I'm going to use the new contact modification API to handle the collecting of collision events (I don't need a trillion OnCollisionEnter()'s everywhere ), but how should I go about executing sounds assuming speed and scalability are my concerns?
I looked into PlayClipAtPosition(), but apparently this is going to be generating too many garbage collection events to be suitable. Placing audio sources on every single rigid-body also seems like a bad approach due to the sheer number of rigid-bodies that I use. Since I do need the sounds to be spatialized (for VR), merely playing clips from a central manager wont work either.
So what are my other options for approaching this? Should I create a pool of audio sources and then move them to wherever I want them to be played from a central manager? This way I could prioritize sounds that are closest to the player (or loudest overall) and very carefully manage the number of available voices.... right?
Is there any kind of procedural sound generation approach that could be more efficient than this?
If anyone knows of some sort of physics sound engine that would be suitable for something like Oculus quest, I would be very interested!
no probably not
yep, FMOD or wWise, disable Unity audio
i make chiptune music, and just released a new song, please go check it out!
https://soundcloud.com/tohomoko/lost-in-groove-valley
videogame-esque music
new song every month(ish)
Hey guys, i'm currently working with a friend on a game jam, and we have the basics of the game for it, but now is time for polishing and we need some sound effects and music, does somebody up to it?
Could anyone refer me to some good beginner tutorials/courses for making your own audio effects and music for games?
would this channel be a good place to discuss fmod? because fmod doesnโt even have their own discord
basically i have no clue how to get resonance audio working and none of the documentation is accurate anymore
Not sure if this is an audio question or a networking question, but can anyone tell me what this issue is?
I have an audiolistener for music, and another listener- both attached to the same object, my GameManager- for SFX
i open my main menu screen, and click a button. the button has GameManager.PlayClick() . it makes a click noise. good.
pressing the button takes you to the level select screen. those buttons have the same things. i press button. no click. bad.
it tells me 'Can not play a disabled audio source'
i have done no such thing
why do audio sources stop working when scenes change
Each scene can only have one Audio Listener
My bad, they were audiosources
The only listener in each scene was on the only camera
If it says the audiosource is disabled, then it surely is ๐ค
I got eyes, mate. If a component or relevant gameobject was disabled I would have been able to see it.
Ended up fixing it but not entirely sure why it worked.
odd thing going on
dragging short audio clips into unity sometimes adds silence to the clip??
never mind, it's only because I exported as an mp3 rather than an ogg
Hey anyone got sone island themed joyful music for my game.. . Id give credit
@charred stag For collab posts, etc. there's a forum. Links in #854851968446365696
Hey guys!
I'm creating a racing game and I want to add something like a procedural car engine audio. The idea is simple: just sample a lot of small explosions in the audio clip with frequency synced to the motor speed (or RPM), I don't want anything fully realistic, just something that sounds right.
I almost got it right, it sounds like an engine, using a simple explosion sound that I made in audacity, but when changing the frequency, there's a lot of clipping that I don't know how to remove. I'm using OnAudioFilterRead to procedurally generate the audio on the fly, I learned that today so I think there's something wrong on the code.
Is it ok to post the actual code here to anyone that wants to help me?
sorry to mods if suggesting FMOD is not allowed here, but using motor RPM as a parameter for audio frequency is literally the first example that FMOD uses in its basic Unity integration tutorial. https://fmod.com/resources/documentation-unity?version=2.02&page=integration-tutorial.html
Hope this helps a bit
I've never heard of FMOD before, and it seens to really, really great to my projects, but it seens to be a bit complex to this specific project. I mean, this solution that I'm creating already fits to my racing game, just need to fix the audio stuttering.
But thanks for the recommendantion
Uhh I am new here, so yea I need someone to make me a theme song or smthng you know
:P
So can I ask here
Nope. #854851968446365696 for links where to post jobs and collabs.
Oop I found out ty
Dark Wizzzzarrrd, he's a very cool guy.
Dark Wizzzzzaaarrrrd, he'll give the read me a try.
that one is for free
Driving in the sun.
Thanks to Stewart Thomson for the cover art https://www.instagram.com/lostshoestew/
I am having a huge problem can someone help please
Obviously not without knowing what your huge problem is to begin with
Hey everyone, I hope this is the right place to ask this, but here goes.
The team I'm working for is working on a low resource-intensive audio occlusion system.
Right now what's happening, is every second, for audio objects that are active, there a raycast checking if the sound is being blocked by a collision, and if it is, then the sound has a filter that's freq is automatically interpolated to 1500hz
The thing is, every small object is activating this. It's really important that this is not resource intensive.
We thought about setting some of the collisions to ignore raycasts, but all of the levels sectored collisions are baked down together, meaning the entire level would have to ignore collisions.
Does anyone have any suggestions as to have some objects ignore the audio occlusion?
LayerMasks are specifically the tool for ignoring some objects from raycasts
They're great for optimizing the performance of raycasts too, as you should only check the ray against relevant colliders
Anyone got ideas for how to achieve this?
https://www.youtube.com/watch?v=OB1hrTkAR98
Notice how the wind sounds the longer you fall
Is it Shepard's tone?
3 overgrowth ragdoll videos in a week, that's crazy
you guys are nuts, you like these ragdolls way to much but i won't judge. if you want more leave a comment and i will try to get more out for the series onto the channel faster and better!
I barely know a thing about audio and sound in games, so ever pointer is appreciated
the "sound of air resistance", how do I do that?
@sick heart Seems like one looping wind sound that increases in pitch and volume based on speed
Layered with a "turbulent" wind that only increases in volume
Hey, is there an easy way to change the audio output in unity? Or is it only possible through plugins?
I cant really use fmod because dissonance doesn't support it
@quasi hound Thank you, i never thought about modifying the pitch in unity, which now seems so obvious ๐คฆโโ๏ธ
I am looking for any free software to make some cool music for my games, I have SFXR for making some small sound effects like jump, die, damage and all that. But I can't find which software to make the main music track of the game.... PLS HELP
@stuck frost take a look in the pinned messages, top right.
thanks
anyone knows of a good site or software to make easy music or sfx without any licensing or cc0?
how can I make a physics-based door creak as it rotates on a hinge joint?
That sounds like a fun challenge
HingeJoint has a velocity property which tells you in degrees per second how much it rotates
You could start playing a door creaking sound when the velocity exceeds a limit, and then map the velocity to volume and pitch of the sound if you want it to seem authentic
Sup. Anyone use Famistudio? I'm trying to get a verse working in it right now.
Hey, do u have guys any advice about creating music to game? I don't mean about software because I am using Bosca Ceoil, but I don't have any idea how to create something cool.
I feel that knowing bits of theory, playing around with scales and chords and listening to various tracks would give you some inspiration.
Updated verse composition with fade-in intro
that sounds so cool
Here's a tiny bit of a main menu theme that I made for a project I'm working on. While unsure how would I tackle the instrumentation and mixing, I'm quite happy with the vibe. :D Thoughts would be great!
Thank you! C# minor all the way through.
Sharing with you my most recent music piece https://inkeyesmusic.bandcamp.com/track/yours-always
The sound of clawing through pandemonium sustained only by unyielding rage.
My third song, released today!
amazing vibes, like a 18bit game
i was gonna ask, thanks for saying! im going to try it
hello, im making a toy piano and i was wondering if there is anyway to record like 30secs of audio and save it on to an mp3
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
thats all i can find it records a mic
but i need the in game sound
got another question. is there a way to set a delay before a loop restarts? like say i want the audio to loop, but i want there to be like a 10 second delay before the loop starts, how would i do that?
dont loop it just let it play and play it again 10 seconds after with a script
i make chiptune/vgm and i posted a new song
https://soundcloud.com/tohomoko/tired-blade
i think itd be cool if you guys go and listen :)
thank you
Battle worn, yet still standing...
Fight on, young blade!
Follow me here for more of me: twitter.com/tohomoko
Let's imagine a player walking around in a dungeon with torches. Each torch makes a fire sound.
How are AudioSources for these torches typically handled?
I guess let the torches be gameObjects that derive from MonoBehavior? assign a spherical trigger collider to them, and have the AudioSource turn on/off when the player is nearby with the OnTriggerEnter/Exit methods?
@stone bone that's one way. Another would be to have a sound manager script that knows the location of all torches, etc... It could dynamically activate and deactivate something according to distance or sphere overlap checks
I'm also curious about how to handle many audio sources; I want to have detailed collision sounds (multiple per object) for many rigidbodies...
there's a trade off, then? a) if the torches (static objects that really don't need to derive from monobehavior) possess the AudioSource, their location is more easily updated during level design
or b) a single AudioManager gameObject with a bunch of defined sound zones... put together after the level
b) seems very prone to mistakes
I think it depends on use case: if you have hundreds of static sound emitting objects, especially if there are many types, given the "voice" limit of 32 (AFAIK) you will run into issues like priority and overlap (and performance at some point)
a managed approach would be easier under some situations
a) could be safe I guess, but also leave possibility for a lot of lag/bugs
32 isn't many
is that really how people really do it? some kind of AudioSourceLocations gameObject with numerous Collider components that signify SoundSources?
maybe a mixture of the two
goTorch derives from monobehavior, has a spherical collider that sends transform.position to AudioManager when the player collides with it. The player only ever wants to hear one torch at a time, so it can play that sound at the new position to handle weird edge cases where there are a lot of torches in a room
let me know if you find a good guide, I think I'm just guessing at things, haha
Unity pauses audiosources that are outside of the audible range, but only if "voice limit" has been reached*
You don't have to do that manually, necessarily
@stone bone
It's still an optimization that may help
But in that case it's even more important to use some kind of asset loading/unloading optimization, if your world is big
If you've got an island with 6 villages, each with 6 houses, each with 6 torches, that's 216 scripts that have to check their distance to the player to decide whether to play the torch sound or not
Completely unnecessarily
https://gamedevbeginner.com/unity-audio-optimisation-tips/ this is a good article
Hey! ๐
I'm pretty new to FMOD and getting stuck a bit (couldn't find any good tutorials either other than FMOD documentation).
My main goal is to sync my SFX sounds to a global beat. Figured I should maybe have a global timeline that runs on a certain BPM and whenever a sound event is fired, I'll 'wait' to the closest beat and then I'll play the sound.
Not sure if it's the right way to go about it + not sure how to run a global timeline and listen to it (is FMOD even the right choice here?)
Any suggestions? thanks!
Doing a wave based shooter , wondering how this sounds when one wave starts
Thank you very much! Great info here, (wow those ads are vicious on mobile!)
Sounds like I can drop the real voice limit to something like 10 and let unity handle the rest, for my use case at least
There's a lot of options for optimization
Like in a room with many torches, instead of playing a directional torch sound in each, just play a "torch room ambience" track when the player is inside of that room
Fortunately the real-time light limit will keep me away from this scenario, haha. I need to get a new graphics card one of these days for faster baking
good question, I googled a little and found this, maybe helpful for you: https://www.gamasutra.com/blogs/GrahamTattersall/20190515/342454/Coding_to_the_Beat__Under_the_Hood_of_a_Rhythm_Game_in_Unity.php
Anyone familiar with REAPER's render option? I'd like to output a bunch of tracks with different time lengths.
It's outputting them fine with the attached settings, however, every track is padded at the end with silence in order to match the length of the longest track in the project.
Anyone know what these errors are about? I get them whenever I touch an audio file, but sound seems to be working fine.
There's discussion here but a lot of the comments don't seem to make much sense: https://forum.unity.com/threads/strange-sound-error-on-import.950221/
Hey everyone! Does anyone know if there is an FMOD discord server?
Good question, that might help me, too. They do, but the invitation link on their FB page has expired, I sent them a message asking for an updated invite.
Can you let me know if you find it?
hmm, the one I found on Facebook wasn't the real FMOD, oops. I guess they don't have a server? r/GameAudio from Reddit seems to have an active looking Discord. Might be our best shot
Thanks!
Hai everyone, I have a question
I recently changed from Unity 2018 to 2019 and noticed that my audio files suddenly got a lot bigger,
What was 410mb in Unity 2018 is now 680mb in Unity 2019.
They use the same compression settings in Unity and no change to the actual audio files.
I've tried to manually compress the audio with ffmpeg outside Unity but the files are still larger than what they were in Unity 2018.
Is there anything I can do to change the audio compression in Unity 2019 to whatever compression was used in Unity 2018?
How expensive is stereo sound? should it be avoided or used?
For Unity, it looks like stereo needs to be split into two mono channels and positioned L/R of the listener for the 3d sound system to implement the idea properly...
But, if we have something like simple ambiance in three tracks (birds, wind, music), that suddenly becomes 6 audio sources not counting whatever else that might come up
Has anyone poked at a profiler to determine a reasonable number of voices that a Unity game can/should support?
The default is 32, but I imagine things will be getting dicey if that number is reached.
Each stereo clip is one "voice", which makes sense as each speaker is playing only one channel
I found only one guide that offhandedly mentioned that by forcing to mono you could save processing power
However, with 32 audio sources in an empty scene, Total Audio CPU goes up exactly 1% regardless whether it's a stereo or forced to mono clip
Whether it's a 3D or 2D mono clip doesn't make a difference either
Stereo clips are twice as big filesize-wise than forced to mono equivalents, so asset loading and decompressing is where you'll see the difference in performance
If you know that some stereo clips will always be playing together in the same place, you can mix them down into one "ambient soundscape" clip to lighten the load
Even without priority settings, ambient sounds will probably the first to be culled when/if you hit the voice limit
Hey! ๐
Does anybody have some good experience in FMOD?
I'm trying to receive timeline callbacks as shown here:
https://www.fmod.com/resources/documentation-unity?version=2.00&page=examples-timeline-callbacks.html
Even though I've copy-pasted the exact code from the official documentation, the callback function just not getting called at all.
Any suggestions? Have I forgot configuring something maybe?
Thanks!
From what I understand, forcing to mono is more about memory usage than cpu usage, since it will load twice as much up when playing, without any benefit. Although, doubling AudioSources is probably a CPU consideration.
I went ahead and tried breaking a stereo audio file up into two mono tracks and positioning AudioSources L/R of an Audio listener... it sounds.. awful, haha.
I don't think this is a well traveled road. I hate to convert these audio clips to mono, but I think that's the appropriate solution unless I want to use standalone FMOD.
Converting to mono is the solution to what, you mean?
to just playing ambient noises
I have an audio file that is 60mb..., hmm, how can I share that with you most easily?
Discord's limit is 50mb
(oh well, it's not important I guess, I think the answer has been reached)
If it's not spatial ambience, it should stay as stereo
Ambience always sounds better as stereo
60mb size sounds like raw recording quality, you're not meant to ship it with that size
oh wow, I feel foolish... I read that Unity only supports mono audio but it's working fine with the original stereo file, I never tried it
is this idea mostly about the sample rate?
Sample rate and overall filesize should be within sane limits
Which generally means as low as it'll go without a bothersome loss in quality
hmm, 96kHz vs 44kHz, I can't hear a difference and I'm reading 44kHz is typically used so I'll downsample it, thank you for these tips, extremely helpful given I was running in the wrong direction, haha
(Just the test audio file I'm using, has lots of Left/Right wobble. by 3maze, this sample was free)
@stone bone Correction to earlier, bitrate is the variable that matters
Bitrate is the one that determines filesize
seems the standard is to compress audio files (inside Unity) that are saved as either 16/44.1 or 24/48
The above file is 24/44.1 and is 40.8MB. This file is 16/44.1 and is 27.2MB.
Still big for something that's only three minutes
Even 1 MB per minute of music in .ogg sounds totally fine to me
im reading that there's no audible difference between 16/24 bit rate depth
What units?
going under 16 bitrate bit depth / 44.1 kHz will start to be noticeable, I'm reading
more amazing info: https://www.soundguys.com/audio-bit-depth-explained-23706/
Ah 16/24 bit depth
this last link says 12 bit is typically fine
By bitrate I mean kilobits per second
ohh, bit depth vs bit rate
Bit depth and kHz are both recording specific units, not storage specific
I haven't ever had to deal with them
I'm exporting from REAPER so they're really convenient for me to change
although it doesn't have a 12 bit depth option.. 8 or 16, I guess I'll stay at 16 until I run into more problems
Just skimming through all of my audio ever it seems 44.1 kHz is really popular
Only the raw recordings go above that
it's what those ancient Compact Disc devices used
hey im wanting to practice my composition, if anyone wants any music for there game hmu (all free i've got too much time lol)
If we use var source = gameObject.AddComponent<AudioSource>(); inside an awake function, then using source.playOnAwake = true; will fail since the gameObject that the source is being added to is already enabled?
or is play on awake when the component is enabled?
the first statement is the correct one, says trial and error
What's the best type of encoding/sound type for games in unity o.o
scroll up a little, we just figured this out ๐

anyone know a good site to get royalty free sound effects ?
@dusk ruin Check the pinned messages.
thanks
Can i let a sound play while changing scene?
anyone know how i can get this to loop seamlessly until the listener is destroyed?
I was just taking to someone (a programmer) about something like this the other day. He was saying he can script a persistent audio controller that continues to play when scenes change
Visit my website: https://how-to-gamedev.com/
You want to learn how to create Games with Unity3D?
This Tutorial shows you a simple way to continue your background music, when changing the scene.
If you are new to Unity, this step by step guide will be the right Video-tutorial for you!
If you have any questions, please ask in the comments!
i found a tutorial for that
i hope it works
HI im looking to put some music into my game and I grab sound effects from my files and put them into a untiy folder please help
Kind of my first time making actual music, what do you think?
I'm going to use it for my game that's coming out soon
What is a good source for royalty free audio? I see there are a ton of websites, but is there one people like to use for some reason or another?
Are there any free ones in the unity asset store?
Alright well, I'm not having super great luck with free audio, let's see about the harder route. Any recommendations on apps for generating SFX? I don't mind if they are pay as long as they aren't crazy expensive.
I use Freesound.org for most of my effects. Just watch the licencing and be sure to credit the artist in your credits
@primal vale thanks, there seems to be a lot of options there, but nothing quite what I'm looking for without making modifications.
I get that. what is it your looking for? I have some other contacts. (Foley groups on LinkledIn as an example)
Also modifying isn't too hard
It's actually nothing too complicated to create, sonar and underwater sounds. The sonar sound has to be rather specific though, because I'm using it as the method for determining the players surroundings (it's a sound focused game). That's why I'm thinking of going the route of generating the effects myself, at least through my proof of concept.
Makes sense. So the usual ping just doesn't quite cut it. Have you thought of just pulling it from a documentary or other older no longer protected source?
I could, but it doesn't need to be very authentic.
Maybe I should just be less picky for now, heh
Good luck to you.
Thanks for the recommendations ๐
No problem. I get it
That could be a problem as documentaries or other TV productions rarely make their own SFX, rather they buy commercial sound libraries that are still active today after decades
A lot of the free sound sites are full of low quality rips from commercial sound effects
It's a mess
Want some free (as in beer, but tips welcome!) music for your next game jam project? Royalty-free and cyberpunk-y synth-y goodness? Yes? Check out my loops here, they're drag & drop and get the heart rate of your players up: https://patchfury.gumroad.com/l/game-music-loops-vol-1
I guarantee that these won't give you any copyright / DMCA trouble and are hella easy to use. ๐
I can recommend using the music as inspiration to get you started on a jam game, it's a fun way to start. ๐
Tired of endlessly searching for ๐ฅ music to put in your game, devlog, video or stream?Audio is the most overlooked part of indie game productions and can have a massive impact on the perceived quality of your game! A good soundtrack helps players enter a flow state and enjoy your gameplay loop even more & for longer.Grab this pack and use it in ...
when I imported audio into unity I keep getting this error but I can't find out why here's the error:
Errors during import of AudioClip Assets/audio/My_Song_7 (1).mp3:
FSBTool ERROR: The format of the source file is invalid, see output for details.
FSBTool ERROR: Internal error from FMOD sub-system.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&
I was referring to actual sonar sounds from an older say 1950s documentary. But you have a good point.
What software do you use
Anyone know?
Example of one sound file: Unity 2018 left, Unity 2019 right
why wouldnt this work
public Door Door;
then
audio.PlayOneShot(Door);
Looking for a good sound designer, just message me thanks
#854851968446365696 for links to where to post for jobs and collaborations.
hi.. how can I remove bass from sound clips?
I found some decent gun shot sound effects but they seem to have some unnecessary bass in the begginning of each clip
I just added a EQ filter to the clips using audacity..
these are lit! thanks :)
glad you enjoy the tunes ๐
i'm making a city simulation game with crime elements - these will go great! :)
NICE - please do ping me when youโre ready, would love to check it out!
very far from getting anything worth showing but i'll make sure to!
if you wanted to see something - here
voice lines for my game. some are from the enemies and some is for the opening credits
Why isn't my audio working? I was following a tutorial and added some basic music and SFX, with an Audio Controller. It worked initially but after getting back to the project after ~a week it's not. I can't hear it when I play, but the audio mixer tab shows sound playing at the correct time. Computer volume is all the way up, Audio Mixer volume is all the way up, Game Window Mute Audio is off. Any ideas?
Are there audio filters or mixing techniques that could be used to break up the "chunkiness" of audio that's caused by running out of bitrate
Similarly how you would blur an image after stretching it to hide the pixels
Sick work! I love J26's fusion-y vibe a ton, good job. :D
hi folks, in got a strange issue with unity audio, I'm sure it's something simple i overlooked
I got my source, listener, and mixer in place
clip is playing and can be seen moving the intensity bars in the master mixer
but I'm getting nothing in my headphones
same if i set my audio source to no mixer, I'd expect to hear my music, but, nothing...
nevermind, restarting unity fixed it
What's a good free tool people use for audio developing?
FL Studio ig?
anyone have a suggestion for an audio make for like Piano techno
my budget is around 50$
Do you mean software for for composing and producing music? My favorite free one is GarageBand (Mac only), then there Audacity (audio editing only, no MIDI sequencing). Two popular browser-based digital audio workstations (DAWs) are SoundTrap and BandLab. There are also free versions of popular DAWs such as Pro Tools First and Ableton Live Lite. Hopefully that helps.
Audacity got took over by some weird company that's loading it up with crapware, get old version if u can
I also am interested in simple to use music software
last tool i used was Dance eJay in the 90s
I'll give FL Studio a shot tho
I see, thank you
@summer gull @stuck frost sorry if I raised a misunderstanding with the J songs I sent. I didn't create those, they were made by musmus.main.jp. I'm glad you like them though ๐
Anyone used wwise before?
is there a way to get all events from a folder and place them in a list?
I don't like manually adding 30 or so to an inspector.
If you want super simple music software, FL Studio / Acid Loops etc are all kind of merging together into Music Maker (Magix). You can get their stuff for dirt cheap on Humble when it pops up
Or on Fanatical
Good point, for the next 2 days you can get this bundle for $25 from Humble Bundle - That should be pretty much everything you need to get started creating music and editing audio. https://www.humblebundle.com/software/sound-forge-pro-hit-record-production-software
hey guys, im planning on making a top down adventure game for practice and i want it to be kind of cinematic, this is a song i made for the first scene, any feedback is appreciated!
Very good! Nice melody
Gives a hopeful and whimsical emotion and the progression is very calming
Thanks!!
Very nice
hi i have a audio slider but i only can slide from 0 to 1dB
is there a way to fix this?
hi guys, any sites to search for some sfx?
Hey guys, any tips on where I can get some solid royalty free audio clips? Looking for some ambient sounds for a beach atm like waves etc
Sonniss GDC packs have plenty of tracks like that
