#๐Ÿ”Šโ”ƒaudio

1 messages ยท Page 13 of 1

stuck frost
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ok it worked tysm

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i appreciate it

long grove
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No problem!

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Time for sleep

stuck frost
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ok good night to you

wanton cairn
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hi guys, im a new to unity but i know alot of things but i dont know how to add music at my game

subtle fox
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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 ๐Ÿ™‚

cunning rain
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Hah, thanks!

stuck frost
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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?

long grove
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@stuck frost Maybe you need to check "Preload" on your import settings for that file

stuck frost
stuck frost
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Found a workaround for my problem with AudioSource.time

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It still plays with a huge delay, but at least I can figure out the start time which is good enough for my purpose

zenith ravine
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Whatโ€™s a good tool to make sound SFX?

mossy hamlet
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Anyone know where I can some ok free sfx? Unity doesn't have death sounds

cursive dagger
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My audio listener can't here multiple audio sources at once, help pelase

timber quartz
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I need some voice acting.

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It is only 3 sentences

tall snow
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hey everyone, how can i make simple sounds (like picking up coins) for my game?

tall snow
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@whole pewter can i use roalty free-music? for eg. from mixkit site?

night wedge
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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.

oblique condor
tall snow
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Great..

oblique condor
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You want to check the license of any content specifically

tall snow
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@oblique condor so.. can i use bfxr?

oblique condor
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I don't know what that is

whole pewter
tall snow
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@oblique condor yea

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but can I use unity assets to my game and publish it right?

oblique condor
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Again, read the license for any media

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Most assets yes. But some assets you can't, so check their usage and license

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If by unity assets you mean asset store things

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Because just being pedantic here, but any file you add to your Unity project becomes an Asset in your Unity Game

tall snow
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Right, sorry

visual meteor
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anyone got any recommendations for chiptune software, i've been using famistudio but it has no metronome.. ๐Ÿ˜ฆ

oblique condor
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I use Reaper ($60) and free VSTs. But that doesn't give you those sorts of "tracker" style UI if you want that

visual meteor
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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..

oblique condor
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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

deep pelican
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remember buzz tracker

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wow it's still around

sand yew
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I learned how to make weird audio files

karmic mortar
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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;
        }
    }
}```
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If I comment out the audioSource.volume = 0 bit then all works well (except that I'm still hearing the primary track).

deep pelican
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how do you set isPlayingPrimaryClip ?

karmic mortar
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in the editor

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I put some debug messages in there and the code finishes immediately

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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

deep pelican
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then it would probably work if you pause the clip first

karmic mortar
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thing is the tracks are syncd. I figure that volume control will make it easy to keep them lined up

deep pelican
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you can start it again with PlayClipAtPoint

karmic mortar
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otherwise they just sound jumbled up (unless there's a way to line up "positions")

deep pelican
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have you tried using AudioMixer ?

karmic mortar
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Neat! I guess that's a better way to do what I'm doing

deep pelican
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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

karmic mortar
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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

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@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

deep pelican
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it's an actual editor of it's own. window -> audio -> audio mixer

karmic mortar
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So the mixer doesn't really give any control at runtime?

deep pelican
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tbh i haven't fully explored it myself but it can probably deal with this

karmic mortar
deep pelican
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my guess is that you send the clip output to a mixer group, and manipulate the mixer with code

karmic mortar
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๐Ÿคž

deep pelican
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thanks!

karmic mortar
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This was definitely one of those gotchas that just don't make sense because the code is pretty straight forward

deep pelican
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yeah it's pretty weird. the only other thing i can guess is maybe it's cause they all on the same gameobject? ๐Ÿคท

karmic mortar
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"create a bunch of sources for these clips, play sources, if source is primary set volume to 0"

deep pelican
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or turn off play on awake

karmic mortar
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I'll try to remember to report back and let you know how it goes down

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quick update: it's definitely just setting the volume to 0 that borking the other audio sources

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gonna try to break it into multiple game objects ๐Ÿคฎ

stuck frost
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Hoi.

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Anyone in here...

deep pelican
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no

long grove
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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 ๐Ÿ™‚

green roost
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you can find a microphone/recording example if you download the API. Think it's called recording.cpp in the core API examples.

whole pewter
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[disclaimer: i did it but it's not free so to speak]

green roost
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Yep, you're right... time consuming adapting that code

whole pewter
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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 ^

long grove
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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

long grove
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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.

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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);
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So, I think that the buffer there is basically what I'd want to be capturing for recording purposes.

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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?

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Or, is all of that completely off-base because the C++ API record example does none of this at all?

ember smelt
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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

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how could I make a sound that slowly charges up, but then hangs forever at the end?

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if anyone has an idea please ping me

sage turtle
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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

long grove
stray arrow
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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?

karmic mortar
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@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.

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this really does seem like a bug or some sort of unexpected behavior to say the least ๐Ÿ˜•

sonic river
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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?

abstract trout
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guys, what is your recommendation for making chiptune music?

kindred thorn
abstract trout
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Tools ๐Ÿ˜…๐Ÿ˜…

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I mean recommend DAWs and VSTs, I'm completely new to this so any information would be appreciated

stuck frost
keen pine
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@tight meteor We don't do collab posting on this server. There's a section on the forum dedicated for this.

tight meteor
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Every time I try to use the forums there is no one looking for voice actors or I just can't find them

keen pine
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Did you post there? Most devs are probably using sites dedicated to voice actors.
Either way you can't do the posting here.

jolly sand
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can i audio mix one audio source midway?

stray estuary
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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?

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at this point i care about the reverb more than spacialized audio

tame rivet
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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)

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(this is an AudioMenager script)

deep pelican
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it's outside the scope of a class.

tame rivet
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What does it mean (sorry for my incompetence)

deep pelican
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if you show the code it's easier to help

whole pewter
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don't paste it here

silent hazel
long grove
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It really does sound like puzzle game track, very nice

stuck frost
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Yo how can i get or make sound for stoping time

naive thicket
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@stuck frost Check pinned messages

stuck frost
calm panther
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does anyone know any good music programs i can use?

chrome cobalt
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Yo i dont really like momo....

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guess im the stereo type...

whole pewter
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@naive thicket ^ edit/pin this ? - it's apparently reoccurring constantly ^^

deep pelican
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FL studio. it's all grown up now

whole pewter
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addendum Trackers
OpenMPT, Chiptone, LabChirp, Renoise, pixitracker

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the rest is googling yer synths

naive thicket
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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.

hollow chasm
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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.

hollow chasm
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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

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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

whole pewter
hollow chasm
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I suppose that's true

keen pine
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@quiet vortex We don't do collab posting on this discord. There is a dedicated section on the forum for collab posting.

acoustic summit
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can you suggest a site with free music for games?

naive thicket
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@acoustic summit You are literally looking at the pinned message with sound libraries links. ^^

acoustic summit
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sorry, I didn't notice. I still need to translate to understand

marble cliff
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anyone have good royalty free wood sounds? 4-5 of them all the ones i seem to be finding sound rough

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like footsteps on wood

long grove
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I gotta look into all that soon.

marble cliff
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so far i did some foley for grass and concrete

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but i dont have any wood in my house

long grove
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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?

marble cliff
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i believe fmod comes with a script

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which im using

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and yeah its doing raycast to ground @long grove

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something im having trouble with is i have NO CLUE how to do is different terrain layers on the terrain

long grove
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Do you fire one event per footfall or do you have a running event that you send triggers to?

marble cliff
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like grass texture does grass sound/ dirt texture does dirt sound

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i think it just measures the distance travelled?

long grove
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Yeah, not sure how to do that on terrain either. Stuff to research ๐Ÿ™‚

marble cliff
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this seems to work but then again its not using FMOD

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so eh

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@long grove atm i just have the default sfx set to grass so all of the terrain makes grass sounds lol

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if i were to make the dirt into like a seperate entity from the terrain it would be easier

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dirt path\

long grove
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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.

golden sky
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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

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I'm using the Master Audio plugin also

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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?

swift path
golden sky
swift path
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Ouch, sorry about that. Didnt tried this plugin. Thought it could be something simple. ๐Ÿ˜ข

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Did you tried talking with the plugin developers?

golden sky
prisma mural
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@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

celest horizon
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what synths do you use for samples (sound effects) ?

cyan glen
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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

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you be surprised

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this is only my voice with effects

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@celest horizon

shut bronze
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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)

marsh wharf
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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.

whole pewter
swift path
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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

โ™ฅ Support my videos on Patreon: http://patreon.com/brackeys/

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โ–ถ Play video
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You could also look at Unity's Documentation or Unity Learn portal.

stuck frost
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does anyone know some pixel theme background music that is free?

unkempt vigil
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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

inner geyser
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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

stuck frost
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any music production related discord servers ?

oak hare
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idk

spare gust
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Hey #๐Ÿ”Šโ”ƒaudio 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/

GitHub

This FMOD patch will add a "Swap" button to [FMODUnity.EventRef] property which facilitates swapping Event Path with the more robust GUID. - made-indrayana/fmod-unity-event-guid-swapper

long grove
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Thank you for pointing out that this is coming with FMOD 2.2 as well

sturdy marlin
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is it easy to play MOD music in Unity ?

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With Pattern jump support and proper pattern loop

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IT XM S3M support

sturdy marlin
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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).

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man it's such a short section for such a big topic

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and no cues

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I'd say on the surface it supports them, otherwise, no API calls

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just like LOVE or Godot

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2011 I would also be interested in knowing when programmatic exposure to tracks will exist. Thanks!

long grove
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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

sturdy marlin
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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

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essentially would you rather play samples individually or sequence them in a tracker ?

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The Impulse Tracker format also supports compressed pcm

long grove
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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.

sturdy marlin
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it is a method

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Tracker music let's you mute tracks/channels mix like you want

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change tempo etc

long grove
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Yes. That'd be what I meant by dynamic

sturdy marlin
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dynamic music with the player action

long grove
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That's what FMOD and things like it are used for now, dynamic mixing and audio effects based on the game environment

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Yes

sturdy marlin
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yes but they are not MOD files

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even if called FMOD

long grove
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I know

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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.

sturdy marlin
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it is a recipe to achieve it but imho it's not anywhere near as nice as sourcing this from a tracker file

long grove
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It's substantially more capable than trackers were actually. But, more complicated too.

sturdy marlin
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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...

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not interested in that

long grove
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This is the video where I finally "got it" with what the point of FMOD was.

sturdy marlin
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it's a programmable mixing desk

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I know I play with DAWs all the time, Reaper thsese last few years

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Essentially it uses the system's ressources to mix tracks, which is great. But FMOD requires quite the license

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Tracker music 0$ license, no strings attached

long grove
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It's free until you have $200K in revenue

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And after that it's... I think $3K? Something like that. I'd happily pay that if I were that successful ๐Ÿ™‚

sturdy marlin
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true

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I don't have a huge critic against it I just wish to programatically work with tracker files in the process

long grove
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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

sturdy marlin
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for license fees

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and a fancy mixer

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Composing music in a tracker is what inspires me, it's like having a tiny Fairlight studio

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using my source material in a game engine is perfect

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I don't need to turn it into an MP3

long grove
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But you want it to be reactive/dynamic, not "just" a music track. That's where the difficulty arises

sturdy marlin
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yes

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and it is not complicated if you have the API calls

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but it's crazy because it's actually so easy with the API calls

long grove
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If you don't care about portability I guess you could use something like openmpt

sturdy marlin
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they need to be exposed

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Mod Plug lib or whatever it is called

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yea there is some assembly code in there

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which does not excite me too well

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I used to do assembly way back at school

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in some contracts a while back

long grove
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they use assembly? That seems silly

sturdy marlin
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because when they wrote Mod Plug they did that on a 486

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so they kept the assembly code

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since the last 30 years

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or so

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maybe 25 years

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I first used it on a Pentium MMX back in 1995

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Win 95

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sound hasn't changed a bit since 1995..... The same gear is in play, I still use 1980s keyboards

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MOD files still make sense, but maybe not Amiga MOD files imho

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XM files are pretty powerful

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IT files ; 64 virtual channels, 256 hard channels

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and on a Pentium, you need assembly code to play that

long grove
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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

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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.

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Doens't seem like there's a lot of great options for you unfortunately.

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I wonder if FMOD itself supports tracker formats? Unity's built-in audio IS an antique version of FMOD after all

sturdy marlin
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FMOD used to be all about MOD files

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but they switched gear

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maybe in the last 15 years they shifted to something like a studio

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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

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it's quite extensive

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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

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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

long grove
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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

sturdy marlin
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As long as it's not transcoded to Python ...

long grove
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Portable C would be a good step ๐Ÿ™‚

sturdy marlin
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well I guess you can always use cython

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C99

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or C11

daring rivet
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Hey guys ๐Ÿ™‚ 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

long grove
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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.

daring rivet
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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#

long grove
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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.

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I only remember seeing someone talk about WWise once though (on this server). Mostly it's FMOD

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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 ๐Ÿ™‚

daring rivet
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Fair enough! The only reason I picked WWise over FMOD is because my ideal job with my favorite game company listed WWise experience.

long grove
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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.

daring rivet
#

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.

long grove
#

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

daring rivet
#

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.

long grove
#

Yup. They're both basically... ugh, I forget the term for that type of app. I'm sure you know it ๐Ÿ™‚

#

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.

daring rivet
#

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?

long grove
#

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

whole pewter
#

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

sturdy marlin
#

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

whole pewter
sturdy marlin
#

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

whole pewter
#

it has one of the best modules formats support via plugins, probably
on some files it sounds differently than e.g. fmod

sturdy marlin
#

I'll have to try their API formula

#

it's funny they even have a pybass

sturdy marlin
#

ah there the encoding sample/bit rates are individually adjustable for each sample

dusty geyser
#

What is a good app to get started with audio?

cerulean relic
#

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

frank vale
dusty geyser
#

Alright. I'm interested both in music and just sound effects

frank vale
#

If you want midis, however, there are several free online sequencers that donโ€™t require signup that you can replace the sounds of each instrument due to being midi

dusty geyser
#

what is midis

frank vale
#

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

dusty geyser
#

Alright

frank vale
#

This way, you can import a midi file into any sound/instrument

#

Try onlinesequencer online to familiarize yourself

#

Itโ€™s the best for free with no signup

dusty geyser
#

I'll give flat.io a try then, thanks for the advice!

frank vale
#

Np

quartz kayak
#

Anyone know a good place to get ambent sound effects?

sand yew
#

if you have fl studio you can just use pads to make any ambience

stuck frost
#

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

dusky hornet
#

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?

vapid salmon
rough brook
cyan glen
#

audio source 'pitch' slider is incorrectly labelled. it is actually playback speed

#

pitch != playback speed. However playback speed does effect pitch.

inner quest
#

Reminds me a bit of Don't Touch Anything

#
olive stratus
#

guys... anyone here got any experience with audio mixers on Unity?

last folio
#

Does anyone have any "optimal" settings based on what the audio is?

#

Mine are pretty out of date

silent hazel
#

i made a new chiptune-ish song

fallen oar
fallen oar
#

"or two cents' worth : an opinion offered on a topic under discussion"

#

Just an expression :)

rough brook
#

ยฏ_(ใƒ„)_/ยฏ

fallen oar
#

First off, what program/ website do you use?

rough brook
#

beepbox website why?

fallen oar
#

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 ๐Ÿ‘

rough brook
rough brook
fallen oar
rough brook
rough brook
fallen oar
#

No worries

#

How much musical experience do you have?

rough brook
#

zero

#

null

fallen oar
#

Well, obviously it's not gonna be easy for you then. I think you did good for not having any experience

#

๐Ÿ˜„

#

What's the music for?

#

Background, a scene, fighting?

rough brook
#

background music for a platformer game

#

ยฏ_(ใƒ„)_/ยฏ

fallen oar
#

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

rough brook
#

ok

rough brook
fallen oar
#

nah

rough brook
#

then whatcha doin?

fallen oar
#

I'm just making a quick example of what it could sound like

rough brook
#

ooo

fallen oar
rough brook
fallen oar
#

There is a 6 year gap and 3 years of education between us, so don't beat yourself up over it ๐Ÿ˜„

rough brook
#

haha

#

thanks tho

fallen oar
#

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 ๐Ÿ˜‚

rough brook
#

haha yeah

fallen oar
#

๐Ÿ˜Ž

rough brook
#

what music program are you using?

#

@fallen oar

fallen oar
#

Just now I was using the one you use

rough brook
#

oh damn

rough brook
#

wait

#

can't I just import it

#

gimme a sec

fallen oar
#

I don't have my laptop rn, I'll do it in an hour at most

rough brook
rough brook
#

please dm me the link of the song

rough brook
naive loom
#

What does Output do differently than Audio Clip in the Audio Source component?

exotic light
#

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:

whole pewter
#

not sure what scripts deletion and tutorial has to do with this
update your laptop

exotic light
whole pewter
#

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

exotic light
whole pewter
thorn eagle
upper hornet
#

Hello! Does anyone knows how to contribute to the Unity Open Project: Chop Chop game from the audio/music development?

somber cave
#

Where can I buy music for my game

cerulean relic
wraith island
#

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?

Watch it on the Dojo if you can't view it here: http://www.hyunsdojo.com/dojo/3858/

Support Our Community!
Patreon ------------http://www.patreon.com/hyunsdojo
Dojo Shirts ------- http://hyunsdojo.spreadshirt.com
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Join Our Community!
Hyun's Dojo ------ ...

โ–ถ Play video
fallen oar
smoky cove
#

What audio software should I use?

rotund echo
hearty pumice
#

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

smoky cove
wraith island
#

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?

hazy cedar
#

Working on voices for our motivational quotes in our Workout Game!

#

This is the character that says it!

fallen oar
# hazy cedar 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!

hazy cedar
fallen oar
#

Nice! Be sure to send it afterwards so I can listen :)

hearty pumice
fallen oar
fading stag
#

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

naive thicket
#

There's a pinned tutorial for the audio mixer

fading stag
#

Ok I check it, thanks you =]

hearty pumice
#

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)

gloomy spade
#

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 !

fleet jetty
#

hey i was wondering what will the legal implications be if i use music from a label in my game , specifically NCS and MonsterCat

fallen oar
fleet jetty
#

shits already empty

fallen oar
#

You need permission or pay for others music to be in your game

fleet jetty
#

even if its free?

fallen oar
#

This should be all the info u need

fleet jetty
#

thanks alot

fallen oar
#

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

shell oriole
#

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?

fallen oar
# fleet jetty thanks alot

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!

fallen oar
#

Did you get anything out of the article

#

?

whole pewter
fleet jetty
misty girder
#

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?

keen pine
#

@restive orchid We do collab/job posting on the forum

fallen oar
restive orchid
wet linden
#

Hello. I want to make soundtrack for my game. Do you know any free and good programs where I can do this?

cerulean relic
#

I heard a lot of good stuff about lmms, if you have ios you can also use garage band

errant cloak
#

why this isnt working

#

im inside the radius

#

and i dont here nothing

celest horizon
#

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?

whole pewter
celest horizon
#

would authoring in unity be a good workflow? like having VSTs on it?

whole pewter
celest horizon
#

and what if there was a tool? ๐Ÿ˜›

whole pewter
whole pewter
#

there are some tools on the asset store but nothing like a complete DAW like environment can give you

cerulean relic
#

no problem

twin turret
#

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 ๐Ÿ™‚

#

I use FMOD as middleware, by the way, if that makes a difference

tall needle
#

Yes, thatโ€™s a part of the FMOD api for sure, Iโ€™m a sound designer working in fmod and the programmer on my team implemented this last week. I believe there is an โ€œaudibilityโ€ parameter, which is what we are using, as well as an RMS parameter, in the fmod api.

royal garden
near finch
#

Is there a good free app for creating music without the need of recording audio myself? (like blender is for 3d modeling)

ocean tusk
#

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

main gazelle
#

Hey is possible to get the voice volume of an player ?

toxic idol
#

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.

mild mesa
soft flint
#

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.

shy furnace
#

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 unity๐Ÿ˜€

#

Sorry for this simple question

swift furnace
#

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

stuck frost
# shy furnace How can i play a sound effect as example, when i click on 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

โ™ฅ Support my videos on Patreon: http://patreon.com/brackeys/

ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท...

โ–ถ Play video
#

After following the tutorial all you need is one line to play any sound effect from anywhere

fast beacon
#

Unity audio runs on a child thread by default, right?

twin turret
# tall needle Yes, thatโ€™s a part of the FMOD api for sure, Iโ€™m a sound designer working in fmo...

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!

rancid viper
#

Does anyone have or know a good free sound pack for a simple platformer game? Thanks in advance

stuck frost
tawdry coral
#

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?

urban marsh
#

how would you carry over audio from one scene to another without it restarting/

stuck frost
#

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

โ™ฅ Support my videos on Patreon: http://patreon.com/brackeys/

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โ–ถ Play video
#

Try this

silent hazel
#

I made a new song ๐Ÿ™‚

sharp badge
#

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?

tawdry grove
tawdry grove
#

I also finished a song

ripe quest
#

anyone know how to fix this?

ripe quest
#

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

spring halo
#

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?

wet mist
#

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?

potent fern
#

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?

gloomy pewter
#

i think its awesome

tawdry grove
#

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

tawdry grove
gloomy pewter
#

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

wet mist
#

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

quasi hound
tender pumice
#

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()

rich jolt
#

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?

quasi hound
#

I'm struggling with something similar

quasi hound
#

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

silk obsidian
#

@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?

solar cloud
silk obsidian
#

Not noticable, but fmod does complain often with "Attempting to schedule a sound in the past"

solar cloud
#

Ah, right. I've seen that before a couple of times, but it's never had a noticeable impact.

silk obsidian
#

It's good to know fmod hasn't figured out time travel, but I would like it to work

solar cloud
#

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.

silk obsidian
#

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

solar cloud
#

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.

silk obsidian
#

Thanks google

stuck needle
#

less relevant every year

silk obsidian
#

Relevant whenever I have FMOD problems though, so maybe it knows

solar cloud
#

hahah

stuck needle
#

I'll try loadinbackground=true on those clips, should remove the loading hiccup

stuck frost
#

can any body help me to make a soundtrack for my game i have never done it before

quasi hound
#

Is there any way to control stereo position? I think it's pretty significant for accurate spatialization when using either headphones or speakers

quasi hound
#

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

whole pewter
#

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

quasi hound
whole pewter
#

3D source is spatialized source ^^
you'd need to author them separately, unity would have nothing to do with this

quasi hound
#

Oh hm
I'm talking about stereo listener, you're talking about stereo source?

whole pewter
#

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 )

quasi hound
#

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

stuck frost
#

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

bold salmon
#

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. ๐Ÿ˜†

small shale
# stuck frost Hey there! I have a question, how would you give someone feedback/compliment on ...

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.

nimble flower
#

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

quasi hound
#

Though it looks like it'd be overall better and easier to cut the clip in something like Audacity

spare gust
#

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.

dark saddle
#

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?

last folio
#

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

quasi hound
last folio
quasi hound
#

But similar

last folio
quasi hound
last folio
#

Well it seems to be doing what I want it

#

but whats going on in the background? Is it performant?

quasi hound
last folio
#

well its a weapon; its all short sounds

#

so theres no need to keep track of them

spring flint
#

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?

bold salmon
#

Have a musical background? ๐Ÿค”

#

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.

stuck frost
# spring flint Hi, so i dont really make music but i still want to make my own for my game. Wha...

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
Subscribe โ†’ http://bit.ly/subAndrewHuang
Merch! https://teespring.com/stores/andrewismusic

Support my work on Patreon and be the first to get all my new music: http://patreon.com/andrewhuang

โ˜… FOLLOW ME HERE โ˜…

Instagram h...

โ–ถ Play video
stuck frost
#

What's a good MIDI software?

#

Like a reliable, solid, multi save format program

stuck frost
#

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?

quasi hound
stuck frost
#

thank you

echo gulch
#

does anybody know a generic ui sound pack?

bold salmon
#

Kenny Assets has some sound packs you could check out.

golden ether
#

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).

minor creek
#

wow its pretty good

#

what did you use for the drums?

#

i think at 0:22 youre missing that bassy piano in the background

golden ether
#

For the snares, cymbal, tom and chime bell I used EWLQ Hollywood Orchestra Gold lib

golden ether
#

I modify the chime envolpes to make that "decaying" pitch

#

The kick I think it comes with ableton suite

minor creek
#

yeah those drums are really convincing

golden ether
#

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 ๐Ÿค”

#

Also I'm missing the piano octaves panning. I haven't added any "unnatural" effects yet

rich jolt
#

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.

last folio
oblique juniper
#

The pop is the physics of the bullet its the sound of when it hits the ground

last folio
#

Err what

oblique juniper
#

Its the sound of the bullet hitting the ground

last folio
#

guess no one knows

last folio
#

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

fading compass
last folio
#

got so much crap i need to fix or add

fading compass
last folio
#

the graphics are copyrighted placeholders like most audio KEKAH

limpid sparrow
fluid elm
tawdry grove
#

made a wet sound

minor creek
#

that was very loud lol

warm lark
#

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?

quasi hound
warm lark
#

not super complicated just annoying ๐Ÿ™‚

quasi hound
patent plover
#

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

patent plover
#

I hate everything

minor creek
#

LOL good thing you figured it out

silent hazel
#

please listen, and thank you

eternal drift
#

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.

somber cosmos
#

audio file is a TextAsset
:what:

eternal drift
#

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

tranquil slate
#

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

eternal drift
#

this worked flawlessly, thank you!

#

giving it the extension .bytes and creating an asset bundle i mean

#

also, the sound bank is .bnk

stuck frost
#

How would I add footstep sounds to my player?

#

I looked up a lot of ways but I don't really understand them

turbid slate
#

btw there a lot of other ways too

empty stirrup
#

HOW DO U ADD MUSIC TO pUASE mENU

bold salmon
#

At what point during your cross posting did you not realize your capslock was on. ๐Ÿค”

empty stirrup
#

i did but thats not the point

abstract sky
empty stirrup
#

ok

paper lily
#

messin' around in fl studio

quasi hound
silent hazel
#

thanks!

potent inlet
#

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?

stone bone
#

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).

potent inlet
#

@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.

stone bone
#

there's a type of software just for it... what it's called fails me

#

but, probably what I want is Windows Explorer lol

potent inlet
#

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.

stone bone
#

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.

potent inlet
#

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.

stone bone
#

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

potent inlet
#

Thanks. I'll check it out.

stone bone
#

if anyone knows, I think it'll be them haha

versed iron
#

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

maiden silo
#

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!

stone bone
silent hazel
dawn hazel
#

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?

fallen nexus
#

Could anyone refer me to some good beginner tutorials/courses for making your own audio effects and music for games?

minor creek
#

would this channel be a good place to discuss fmod? because fmod doesnโ€™t even have their own discord

#

basically i have no clue how to get resonance audio working and none of the documentation is accurate anymore

bronze sigil
#

Not sure if this is an audio question or a networking question, but can anyone tell me what this issue is?

wet ermine
#

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

quasi hound
wet ermine
#

My bad, they were audiosources

#

The only listener in each scene was on the only camera

quasi hound
#

If it says the audiosource is disabled, then it surely is ๐Ÿค”

wet ermine
#

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.

quasi hound
#

Good!

#

Never have full confidence in your own senses in this field, I've learned ^^

limpid sparrow
#

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

charred stag
#

Hey anyone got sone island themed joyful music for my game.. . Id give credit

naive thicket
charred stag
#

O ty

#

I didnt really know what it would go under

#

I thought audio

cinder forge
#

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?

waxen shore
cinder forge
jaunty wyvern
#

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

bold salmon
jaunty wyvern
#

Oop I found out ty

stuck frost
#

Dark Wizzzzarrrd, he's a very cool guy.
Dark Wizzzzzaaarrrrd, he'll give the read me a try.

#

that one is for free

royal garden
vale lily
#

I am having a huge problem can someone help please

quasi hound
potent fern
#

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?

quasi hound
#

They're great for optimizing the performance of raycasts too, as you should only check the ray against relevant colliders

sick heart
#

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?

quasi hound
#

@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

stuck frost
#

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

sick heart
#

@quasi hound Thank you, i never thought about modifying the pitch in unity, which now seems so obvious ๐Ÿคฆโ€โ™‚๏ธ

stuck frost
#

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

naive thicket
#

@stuck frost take a look in the pinned messages, top right.

stuck frost
#

thanks

hard cypress
#

anyone knows of a good site or software to make easy music or sfx without any licensing or cc0?

pure fractal
#

how can I make a physics-based door creak as it rotates on a hinge joint?

quasi hound
trim jackal
coarse horizon
#

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.

stuck frost
#

I feel that knowing bits of theory, playing around with scales and chords and listening to various tracks would give you some inspiration.

trim jackal
echo jackal
#

that sounds so cool

stuck frost
#

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!

trim jackal
#

Love it, man

#

what scale did you use?

stuck frost
#

Thank you! C# minor all the way through.

tropic falcon
trim jackal
#

My third song, released today!

small dock
small dock
stuck frost
#

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

#

thats all i can find it records a mic

#

but i need the in game sound

magic kindle
#

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?

stuck frost
#

dont loop it just let it play and play it again 10 seconds after with a script

silent hazel
stone bone
#

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?

maiden silo
#

@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...

stone bone
#

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

maiden silo
#

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

stone bone
#

a) could be safe I guess, but also leave possibility for a lot of lag/bugs

#

32 isn't many

maiden silo
#

it's simultaneously playing sounds

#

it's quite a lot

stone bone
#

is that really how people really do it? some kind of AudioSourceLocations gameObject with numerous Collider components that signify SoundSources?

maiden silo
#

people make audio pools of various kinds

#

it's what im looking into atm

stone bone
#

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

quasi hound
#

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

south rain
#

Hey! ๐Ÿ™‚
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!

fleet jetty
#

Doing a wave based shooter , wondering how this sounds when one wave starts

stone bone
#

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

quasi hound
#

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

stone bone
#

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

stone bone
# south rain Hey! ๐Ÿ™‚ I'm pretty new to FMOD and getting stuck a bit (couldn't find any good t...
stone bone
#

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.

stone bone
#

Anyone know what these errors are about? I get them whenever I touch an audio file, but sound seems to be working fine.

acoustic breach
#

Hey everyone! Does anyone know if there is an FMOD discord server?

stone bone
acoustic breach
stone bone
acoustic breach
#

Thanks!

south flame
#

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?

stone bone
#

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.

quasi hound
#

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

south rain
stone bone
# quasi hound Each stereo clip is one "voice", which makes sense as each speaker is playing on...

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.

quasi hound
stone bone
#

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)

quasi hound
#

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

stone bone
stone bone
quasi hound
#

Which generally means as low as it'll go without a bothersome loss in quality

stone bone
#

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)

quasi hound
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@stone bone Correction to earlier, bitrate is the variable that matters

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Bitrate is the one that determines filesize

stone bone
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seems the standard is to compress audio files (inside Unity) that are saved as either 16/44.1 or 24/48

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The above file is 24/44.1 and is 40.8MB. This file is 16/44.1 and is 27.2MB.

quasi hound
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Still big for something that's only three minutes

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Even 1 MB per minute of music in .ogg sounds totally fine to me

stone bone
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im reading that there's no audible difference between 16/24 bit rate depth

quasi hound
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What units?

stone bone
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going under 16 bitrate bit depth / 44.1 kHz will start to be noticeable, I'm reading

quasi hound
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Ah 16/24 bit depth

stone bone
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this last link says 12 bit is typically fine

quasi hound
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By bitrate I mean kilobits per second

stone bone
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ohh, bit depth vs bit rate

quasi hound
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Bit depth and kHz are both recording specific units, not storage specific

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I haven't ever had to deal with them

stone bone
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I'm exporting from REAPER so they're really convenient for me to change

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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

quasi hound
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Just skimming through all of my audio ever it seems 44.1 kHz is really popular

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Only the raw recordings go above that

stone bone
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it's what those ancient Compact Disc devices used

compact wren
#

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)

stone bone
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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?

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or is play on awake when the component is enabled?

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the first statement is the correct one, says trial and error

rose needle
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What's the best type of encoding/sound type for games in unity o.o

stone bone
rose needle
dusk ruin
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anyone know a good site to get royalty free sound effects ?

naive thicket
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@dusk ruin Check the pinned messages.

dusk ruin
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thanks

late flume
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Can i let a sound play while changing scene?

stuck frost
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anyone know how i can get this to loop seamlessly until the listener is destroyed?

acoustic breach
late flume
# acoustic breach I was just taking to someone (a programmer) about something like this the other ...

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!

โ–ถ Play video
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i found a tutorial for that

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i hope it works

shut pawn
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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

quasi hound
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Sounds like you're on the right track

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Keep at it

loud granite
loud granite
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I'm going to use it for my game that's coming out soon

full marsh
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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?

acoustic breach
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Are there any free ones in the unity asset store?

full marsh
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I probably should have looked there first

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as there is

full marsh
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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.

primal vale
full marsh
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@primal vale thanks, there seems to be a lot of options there, but nothing quite what I'm looking for without making modifications.

primal vale
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Also modifying isn't too hard

full marsh
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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.

primal vale
full marsh
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I could, but it doesn't need to be very authentic.

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Maybe I should just be less picky for now, heh

primal vale
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Good luck to you.

full marsh
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Thanks for the recommendations ๐Ÿ™‚

primal vale
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No problem. I get it

quasi hound
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A lot of the free sound sites are full of low quality rips from commercial sound effects
It's a mess

tidal estuary
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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. ๐Ÿ™‚
I can recommend using the music as inspiration to get you started on a jam game, it's a fun way to start. ๐Ÿ˜Ž

Gumroad

Tired of endlessly searching for ๐Ÿ”ฅ 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 ...

quasi vale
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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&

primal vale
regal orchid
naive thicket
south flame
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Example of one sound file: Unity 2018 left, Unity 2019 right

charred stag
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why wouldnt this work
public Door Door;
then
audio.PlayOneShot(Door);

velvet rover
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Looking for a good sound designer, just message me thanks

bold salmon
versed widget
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hi.. how can I remove bass from sound clips?

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I found some decent gun shot sound effects but they seem to have some unnecessary bass in the begginning of each clip

versed widget
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I just added a EQ filter to the clips using audacity..

tidal estuary
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glad you enjoy the tunes ๐Ÿ™‚

upper aurora
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i'm making a city simulation game with crime elements - these will go great! :)

tidal estuary
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NICE - please do ping me when youโ€™re ready, would love to check it out!

upper aurora
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very far from getting anything worth showing but i'll make sure to!

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if you wanted to see something - here

elfin lantern
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voice lines for my game. some are from the enemies and some is for the opening credits

analog flax
#

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?

primal hound
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(it is best if you make it repeat)

quasi hound
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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

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Similarly how you would blur an image after stretching it to hide the pixels

dapper ravine
stuck frost
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Sick work! I love J26's fusion-y vibe a ton, good job. :D

summer gull
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hi folks, in got a strange issue with unity audio, I'm sure it's something simple i overlooked

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I got my source, listener, and mixer in place

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clip is playing and can be seen moving the intensity bars in the master mixer

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but I'm getting nothing in my headphones

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same if i set my audio source to no mixer, I'd expect to hear my music, but, nothing...

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nevermind, restarting unity fixed it

rigid elk
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What's a good free tool people use for audio developing?

dapper ravine
dusty crater
#

anyone have a suggestion for an audio make for like Piano techno

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my budget is around 50$

acoustic breach
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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.

summer gull
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Audacity got took over by some weird company that's loading it up with crapware, get old version if u can

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I also am interested in simple to use music software

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last tool i used was Dance eJay in the 90s

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I'll give FL Studio a shot tho

rigid elk
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I see, thank you

dapper ravine
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@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 ๐Ÿ™‚

regal osprey
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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.

patent atlas
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Or on Fanatical

acoustic breach
mortal nimbus
#

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!

quasi hound
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Gives a hopeful and whimsical emotion and the progression is very calming

mortal nimbus
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Thanks!!

stable kiln
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hi i have a audio slider but i only can slide from 0 to 1dB

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is there a way to fix this?

stuck frost
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hi guys, any sites to search for some sfx?

viscid hemlock
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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

quasi hound