#🔊┃audio
1 messages · Page 14 of 1
Hey guys! its the first time ive tried using synths in my life, this is a little track i made with vital without presets, any feedback is appreciated!
Hello! I was wondering what is the best way to play fmod events? The basic route is to use the studio event emitter but if I want a more robust organization, how should I approach the implementation using scriptable objects?
That's pretty sick! I love the chord progression/scale with how it feels like a mix between minor and major to my ears haha. Keep on going!
I wonder when if it comes from a game or you have just make dat because its so good
Ihave a strange issue where if the volume on the audio source goes below 0.2 you can't hear it at all while at 0.35 its perfectly fine. Any ideas?
Do you have lots of audio playing at the same time?
lots of audio sources none playing when this happens
Its a card flick sound, when I hover over a card it makes it, if I spam the cards I can hear it but if I go over one single card I only hear anything if its over like 0.35 in volume
My only guess would've been automatic priority muting unity does with lots of audio, but that might not be the case
Audio profiler may give some info
Audio profiler?
Hey there, I released another track for my upcoming RPG Music Pack! Be sure to check it out and let me know what you think. Enjoy :)
https://youtu.be/Y6HPYXJuNZI
Twitter: https://twitter.com/stevenwahlmusic
Soundcloud: https://soundcloud.com/steven-wahl-498494355
Check out the whole Music Pack here: https://youtube.com/playlist?list=PLfK4vL1S7VDDLTBqIPwW5aXAO-AHqU-wm
i made a new chiptune song! pls go listen! now!!!!
The only thing that can stop you is yourself!
Follow me here for more of me: twitter.com/tohomoko
@stuck frost @wheat basalt Thanks!! its not from any game but maybe its a bit similar to tiphas theme in terms of the chord progressions
Ow cool
is it ok to have 2 audio sorce in a gameobject?
Yes, but it isn't always necessary for multiple sounds
An AudioSource can play one looping sound, and any number of extra sound clips using PlayClipAtPoint
The sound clips to play can be initialized using a script and defined in the editor
But if your sounds need to have differently configured AudioSource settings, then having two of them makes sense
yeah thanks for answering, i just referenced both audio clips so it doesnt get confused with get component
Anyone know how to make waves not click when creating them in OnAudioFilterRead and have the full range of frequencies available (not just divisions of the data buffer's size).
Problem being that (for example) a frequency of 440Hz creates a wave that's out of phase from end to beginning of data buffer, causing a click as the next buffer begins.
Why doesn't my sound work? Audio listener is in main camera and I added to my golf ball audio source, but when I start the game I can't hear nothing.
I just want to hear the sound, doesn't matter if it's on spawn or if it's when you are hitting the ball
There's two other settings, that can turn off Audio. One is in Project Settings/ Audio / Disable Unity Audio
The other is in the Game View controls (At the top edge of the Game View, row of buttons) and says "Mute Audio"... you might have one of these activated to mute your sounds
The other thing to check @tribal harbor is that your Audio Listener (camera) is within range of the Audio Sources, as they have a settable, limiting range. If they're outside that, or they're invisible to the camera, they might be getting culled.
Thirdly... if you're using a An Audio Mixer, there's a bunch of other things that can go wrong in routing. But my advice would be to not use a Mixer until you really need it, and you'll know when that is, as you'll be bogged in sounds that work, dozens of them. Before then, it's entirely possible to make a game without an Audio Mixer.
Looped horn
Original horn
oh yeah, it was mute audio in game view
thanksssss
You'll need to round off the start and end of the sounds in Audacity or something similar (.wav editing app) and pick spots to loop that are at or near zero volume (zoom right in to pick these points)
Crossfading would also help here!
Hey, I am facing a problem with audio. Everytime when bluetooth headset/earphone is disconnected from the app, Background music in app stops playing. It supposed to re-route to phone speaker.
alr thx
idk why my message got deleted for some reason
i remember saying thx to you
not a problem
thats just how it works
it pauses it to prevent like when ur listening in public and you accidentally disconnect or ur bluethoot dies, it pauses the song to prevent public embarresemnt
or if its a game u making
then idk why
Does anyone have any advice/references on how to EQ a voice? I have an oddly high-pitched voice and none of the videos I've followed have helped make it sound good in videos.
Does anyone know a good Sound/Music maker thats free, where I can also freely use the sounds I create(from scratch) in a commercial product?
LMMS is an open source DAW
it's not the most user friendly, but it does give you what you want
you figure this out yet?
not yet. i've been looking for a very long time
Is it that the frequencies are too harsh?
https://www.youtube.com/watch?v=w1Meh8qxmg8 you can hear how bad my voice is in these videos. This is after I EQ as best I can. The mic I had in this video was the zoom H2N, so i had a full range captured
i just don't understand audio that much, specifically with my own voice.
The issue is proximity and reflections
so record in my closet a good 2 feet away?
Thats what is making it sound tubby or muddy
closer than two feet
about a fist's width
you'll probably have to turn the preamp down
then just be near things that dont slap back at you, like bare walls or picture frames
hang a blanket near you, record it on your couch, near a book shelf, just no perfectly flat surfaces for your voice to bounce off of will help a lot
Sure thing
Any good programs to browse large galleries of sound effects?
Windows shits itself and dies whenever I open a folder with a lot of sound clips and the player programs take way too much time to start up
Foobar2000 has worked flawlessly for me
It's pretty amazing how its search and listing are basically instant even with tens of thousands of files
thanks
is there a way to view everything in folders?
i opened my audio directory with it and its showing everything in one place without much organization
It has the "folders" window which shows the folders and subfolders that you've configured it to scan from Media Library in preferences
Are you looking specifically for free ones?
If not, then I'd recommend what I use for PC, Basehead.
If you go with Foobar I recommend a waveform seekbar module, really helps with SFX
Hi, I am trying to make a quick little song but I don't know how to get started creating music. What DAW should I try using (I want it to have virtual instruments because I don't have any real instruments that i could use)
I am literally a noob when it comes to audio. Is it possible to have more than one audio sources (specifically one for background music, one for player sfx and possibly others for sfx of different objects)? I want to know because if that's possible then I want to be able to mute the player's sfx (and not the music) when something's loading for instance.
Yes that's possible. And the easiest way that comes to mind would be to use an audio mixer group and create sound effects and music busses. Then set your audio sources to play out of the appropriate buss.
From there you can manipulate the volume of each buss on the mixer group
FL Studio
yeah, i use fl studio and i find it very easy to use after a few hours on it
Is it free
FL is paid afaik. A free alternative would be LMMS.
No but their trial is unlimited so you can use the software indefinitely and see if it's to your liking
how would i get sounds from youtube into unity
Unity can support and of the following formats:
https://docs.unity3d.com/Manual/AudioFiles.html
How you get sounds off Youtube is up to you to find out, especially since ripping things off the internet is a grey area of legality.
sound effects should be fine they are short
1min12sec
there is also http://freesound.org
The length of the sound is irrelevant. If it's not for downloading, ripping it is obviously not allowed. If it's a sound effect, check the description for any link to official downloads where it might specify the licensing.
Otherwise, you rip assets at your own risk. The risk is on you to assess. But as above, there are other, legitimate, ways to get free sounds.
You can also check out Kenny Assets.
ok thanks
Im practicing combining synths and acoustic instruments, i made this track for a space shooter i made, it will still take me some time until I finish and it is lacking modulation, but so far do you guys like the idea the track is heading towards?
also the strings are kind of glitched, they sometimes cut off :((
where can i get footstep sound effects?
that sounds really nice and i can get a feeling for what kind of game it would be. it also sounds a bit like the loki soundtrack.
Freesound: collaborative database of creative-commons licensed sound for musicians and sound lovers. Have you freed your sound today?
great vibe on this
Heyho i am doing the ruby 2d tutorial and I have a problem with the one shot sound just not playing
here is the relevant code:
in the script for the character:
a private audiosource parameter
... private AudioSource audioSource; ...
assigned to at start
{
rigidbody2d = GetComponent<Rigidbody2D>();
currentHealth = maxHealth;
animator = GetComponent<Animator>();
audioSource = GetComponent<AudioSource>();
}```
and here the function that gets called upon collision from the item that should trigger the pickup sound
``` public void PlaySound(AudioClip clip)
{
audioSource.PlayOneShot(clip);
}```
and here is the script for the health item. the "controller.PlaySound(collectedClip) calls the function in the main chars script
```public class HealthCollectible : MonoBehaviour
{
public AudioClip collectedClip;
void OnTriggerEnter2D(Collider2D other)
{
RubyController controller = other.GetComponent<RubyController>();
if (controller != null)
{
if (controller.health < controller.maxHealth)
{
controller.ChangeHealth(1);
Destroy(gameObject);
controller.PlaySound(collectedClip);
}
}
}```
and the scripts and the soundclip are properly connected i think
what am i doing wrong?
oh should have checked the console earlier
"ArgumentNullException: Value cannot be null.
Parameter name: source
UnityEngine.AudioSource.PlayOneShot (UnityEngine.AudioClip clip, System.Single volumeScale) (at <8e2857b79be4468ca1c28dda75978191>:0)
UnityEngine.AudioSource.PlayOneShot (UnityEngine.AudioClip clip) (at <8e2857b79be4468ca1c28dda75978191>:0)
RubyController.PlaySound (UnityEngine.AudioClip clip) (at Assets/Scripts/RubyController.cs:84)
HealthCollectible.OnTriggerEnter2D (UnityEngine.Collider2D other) (at Assets/Scripts/HealthCollectible.cs:20)"
.
is the upmost or the lowest reference to the scripts where the error originates?
so in this case. is it in the RubyController script or the HealthCollectible script
what value is null here
and why
Ok i tried with a different sound and same error
{
GameObject projectileObject = Instantiate(projectilePrefab, rigidbody2d.position + Vector2.up * 0.5f, Quaternion.identity);
Projectile projectile = projectileObject.GetComponent<Projectile>();
projectile.Launch(lookDirection, 300);
animator.SetTrigger("Launch");
audioSource.PlayOneShot(throwAudio);
}```
the line "audioSource.PlayOneShot(throwAudio)" throws a nullpointer exception
here are the assigned properties
public AudioClip throwAudio;```
and they get declared
one here:
``` void Start()
{
rigidbody2d = GetComponent<Rigidbody2D>();
currentHealth = maxHealth;
animator = GetComponent<Animator>();
audioSource = GetComponent<AudioSource>();
}```
and the other one i drag & drop the audio file into the prefab
the audio source is a child of the rubyMainCharacter gameObject
Debug.Log("throwAudio is " + throwAudio);```
ok so it's the audioSource
So i guess having the audio source as a child of the gameObject the script is attached to
and assigning it that child in the start function via GetComponent
{
rigidbody2d = GetComponent<Rigidbody2D>();
currentHealth = maxHealth;
animator = GetComponent<Animator>();
audioSource = GetComponent<AudioSource>();
}```
doesn't work
which is weird because i could swear this is how they do it in the tutorial
yea cmon this is exactly how I'm supposed to do it in this tutorial , no?
https://learn.unity.com/tutorial/audio-muz?uv=2020.3&projectId=5c6166dbedbc2a0021b1bc7c#5c7f8528edbc2a002053b3bb
Until now, your game has been silent. In this tutorial, you will see how to use audio files to play some background music or play a sound when Ruby grabs a health pack or fixes a robot. Want to learn more about 2D Game Development with Unity? Connect with an expert Unity dev for a live 1:1 lesson.
point 4
GetComponent gets a component on the current game object. It never gets child objects.
When the tutorial says "add an Audio Source to our Ruby GameObject" it means that you should add a component called Audio Source to the rubyMainCharacter object
not a child object
ah
ok now let me grind my brain how i was supposed to do that 😄
It's ALOT of stuff to remember
oh sure
yea of course
Add component
thanks mate!
Hi all. Anyone got the link for WWave? I cant seem to find it..
Do you mean Wwise perhaps? It's in the pins.
Omg yea that.. no wonder i couldnt find it
So apparently wwise is a lot more hands on than i thought. I thought it's just a plugin
Should i put the wwise project folder inside unity's project too? (Inside project, outside Assets) ?
I'm still deciding to use Fmod or Wwise
Wwise got 500 sound asset limit for the free. So if i'm making a dialogue voice acting game then this limit is likely to be reached..
Oh in some places it says 200
Trying to accurately simulate crowds and a warzone at the same time or what? 😄
Yeah, maybe it's not a bad limit
Just comparing stuff for now
I need help deciding which to use. Never used middleware audio
I'm making a multiplayer, so mapping objects would be pretty important. Basically a lot of things are gonna be dynamically spawned. Also wanna learn the one with the least hassle for first timer, and/or free(-est) more in the beginning, as this game is not really for profit
Not sure what to consider (if there's any to compare relative to the game genre?) or they're totally identical in functionality and it's just a matter of preference?
What problem you're seeking to solve with the audio extension?
Right now i just need the one that's simpler to learn. Functionality wise, for now i dont need complex stuff at all
But in the long run i also wanna consider a bit the possibility to make a rhythm game (as a simple mini game within this multiplayer game)
Do you need to do stuff unity's own system can't do?
Learning systems is good and all but usually the best option is the simplest tool that gets the job done
I need very good environment handling, and many parameterized sounds for example casting sound affected by speed
The gameplay already plays with a lot of params for every skill/actions
I've tried the default unity audio and by itself i'd like to avoid all the gamecode scripting
Out of the gameplay, i'm also already doing scripted parametrized visual fx, so it's ready to make use of all parametrizeable audio these tools can offer
I'm genuinely curious what kind of stuff Fmod and Wwise do that Unity doesn't
When i was using unity's stuff, in the end i have to script all the "pitch based on speed/direction towards for doppler" etc. It's not much, but still a bit here n there
If these tools already provides that (among many of their other feats), then i'd like to avoid coding all these little things
Unity's audio does doppler effect by default, does it not
I know Fmod has procedural audio and tones, which is neat if you're into that
Ah forgot to also mention. The "rhythm game" will be done via players equipping music instrument type weapons. A lot of their skills are mostly aura effect or area blast. Params are "aoe duration, charge power, size"
I really doubt either of the tools would hinder these kinda gameplay, but who knows. For now i'm trying Wwise first.. for no reason/preference at all
https://blog.audiokinetic.com/the-soundscape-of-suara-an-audio-reactive-action-game/
This is pretty nice. I guess i'll stick with Wwise for now
I use FMOD but I do store the project in the folder in the project.
Anybody else having issues with FMOD dlls not being loaded in builds?
Is it true that i gotta also learn some python to do some stuff in Wwise?
Hey Everyone, I have ask this question before but got no solution or workaround for this. Every time when Bluetooth headset/earphone is disconnected while app is running, background music in the app stops. It is supposed to re-route to the phone speaker. Is there any workaround for this? Target Platform: Android Unity Version: 2019.4.20f1
I figured that when connecting or disconnecting Bluetooth, the app loses audio focus. I need help to regain focus and resume audio. Does anyone know how to regain focus in the unity app? Same problem occurs in unity 2020.2.5f1.
No. There is client for WAAPI written in python, but there are also other languages available if you need to use that API https://www.audiokinetic.com/library/edge/?source=SDK&id=waapi.html.
Solved this problem by resetting audiosettings. Here : https://docs.unity3d.com/ScriptReference/AudioSettings.Reset.html
does anyone know where you can get sfx like in this video?
How do you make your game more fun?
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You want to become a better game developer, but you feel stuck and don't know how to improve any further? This video should help you to up your game, because all of these tips are extremely eas...
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before I try to delve into fmod, I was wondering if there was a way to pitch shift individual sound fx with Unity's audio player. I'd like to reuse certain soundfx but just pitch shift them up slightly, instead of making 10 different soundfx and having to load them all into the game
AudioSource.pitch is the only way I've found that does this, but it shifts all sounds playing, not just an individual audioclip--and audioclip makes frequency read only
They were probably made in Bfxr
thanks :))
when I import a wav file, which has a sample rate of 11025, the audio clip that's generated says the sample rate is 11000 (even though Preserve Sample Rate is selected), and the total samples is slightly less than the original wav file. is there any way to import a wav and keep the exact original values?
nevermind, the issue seemed to be with Vorbis encoding, PCM worked
How do I make hotbar switching sounds not annoying? I tried not playing them when one is already playing, but that felt weird since sometimes it wouldn´t play, if the player scrolls too fast though its just spam
Usually in games I've seen the sound effect isn't made too pronounced so it can be spammed without issue
Or there's no sound for switching itself, but for equipping the hotbar item which comes with a small delay, so the sound will only play if the player stops scrolling the switch
One idea that popped up to me is to change the switching sound to a very quiet and light one for a tiny moment when the switch happens, so a player who scrolls the hotbar hears that version
I guess waiting a bit before the sound is played to make sure he stopped scrolling would be the best idea
anyone know why I can make an audio clip play in start() and update() but when accessing it in another void from a different script it gives this error?
nope, I mean void, should I use method?
that is a method
oh, alright 😄
void is what it returns (nothing)
ahh got it
yeah.. been messing with it for some while now.. it works perfectly everywhere
except if I call it from another script
for some weird reason
this doesnt work
and gives me the weird error
no pepperoni spawner doesnt have it, I have a gameobject refference to it
should it have the audio source on it?
Wait, so the pepperoniSpawner is a public GameObject and you've set a gameobject in the inspector to it, but the gameobject doesn't have an Audio Source component, right?
no, I just changed it because i thought you were suggesting it, but I made it so that pepperoniSpawner has the audiosource on it and is refferencing its self
And the error message is still the same?
Hey just curious, but does anyone know any good sources for audio? I kinda need some to expand my library. Maybe like a big folder of sound effects or something like that?
Freesound: collaborative database of creative-commons licensed sound for musicians and sound lovers. Have you freed your sound today?
does audioSource.PlayScheduled() change the clip that's in the audio source, or is it like PlayOneShot() where the clip is not changed?
Hey, when switching audio output to a Bluetooth device, the volume of the game reduces. I am not using any audio mixers. Any solutions please let me know ?
Sonniss GDC sampler packs
https://sonniss.com/gameaudiogdc
Kenney has a couple of free packs as well
who's kenny?
kenny : https://www.kenney.nl/assets
hey guys! im making a game where every enemy is a slime (as practice) and i made a song for the combat, its my first time trying to make 8 bit music from an orchestral background so im not sure if it fits or not, its still not finished but i wanted to share the progress
It's here!!! https://cherryaudio.com/instruments/mercury-4
HMM ill be taking those if thats alright very good main menu sounds
np
I've added an mp3 to my project but it sounds flat. Not mono, just... Less dynamic. How can I specify that it should be max quality?
i make chiptune/video game music! and made a new song! pls go listen! thank you!
https://soundcloud.com/tohomoko/junkyard-swing
"The Junkyard may seem quiet, but in reality... it's one of the most busy networks for monsters and humanfolk out there!"
Follow me here for more of me: twitte
Love it. and you chose a perfect name for it @silent hazel
thanks!
sounds insane! love it
almost finished, not sure how to loop it back tough, but what do you guys think so far?
Nice going! It's fun
It'd probably sound good looped as is?
is there anyway on how to use speed of sound?
or sound travel?
like for example
1km away from the player
there is an explosion
the explosion has a sound
normally in unity, it would just play the sound immediately,
is there any way?
do i make my own script?
is there an asset for that?
thanks!
Code a sound manager, with a delay for the sound? Or have a gameObject travel from the explosion to the player, and trigger the sound on hit?
well i had the idea to just expand a box collider but that would make the sound loop and loop, im not sure
nice
hey just putting a call out to anyone who can help me reproduce a Unity audio feature bug .. takes 10min
What should i use to make music for a game online
Check the pins
FYI to the Docs team in charge of Audio, the Example links on this page are dead: https://docs.unity3d.com/Manual/AudioMixerUsage.html
use the report function at the bottom of the page
oh yeah, durrr thanks.
tried making my own loopable soundtrack! i already got a few produced so ill leave this one out for now but might come back to it in a later update. I'd appreciate any feedback!
i would probably turn down the snare a bit and turn up the kick a lil
but other then that it seems pre good
thanks! ill try that out
Hello everyone! I am currently working on a VR Horror/Escape Room game and just implemented physical doors into it.
Now my problem is, that the doors still lack sound and I was wondering how I could achieve a squeaky noise when opening them for a certain degree. I thought about simply changing the pitch of a sound depending on how far the door is opened, but I was wondering if there is an easier way to achieve this? Also... if I stick to the idea with increasing/decreasing the pitch, what would be an ideal base sound?
I would use a continuous/looping creaking sound and play it based on / map its volume to the door's rotation speed
You could make it increase in pitch based on greater speeds if you want to be fancy about it
made some music, first time on FL studio, also havent added EQ and FIlter yet
i dont usually make chiptune this was p fun
famitracker is cool cause it resembles the NES soundcard
the rhodes piano is way too loud, turn it down and the drums up.
also i would recommend checking some tutorials on basic drum patterns. its not bad to experiment but you should probably learn a few so you have where to go from. but not bad for first time 👍
thanks
I like this a lot, it sounds pretty awesome
I've actually started making music not too long ago
I've so far made a track for my death screen, and am now working on the title
Alright, I've made the title screen music
I made it using musescore as you can see here, and imported it to FL studio
Does anyone know a way to get a music really quickly, maybe with ai, for free, something usefull for a game jam ?
I actually know some AI music software online
it's not free tho
Your best option is to look at premade royalty free resources, such as on OpenGameArt
AI solutions aren't quite there yet, and you'd spend more time and effort just configuring that kind of system in all likelihood
Hey I'm now finishing off a redesign of the title theme
I tried to make the third part clearer and better
This is the new version, it should also loop better now
wait there's a stray note somewhere here
Lemma fix that
It's done
very chill
Do you think it's fit for a title screen?
im trying to visualize it with a title screen in mind
Here that is the one I made
yeah that matches pretty well
personally im imagining a camera just slowly floating through clouds because of how much chill there is in it
This gives me a good idea for the bg
I can make a fog texture you go through onto the screen I shared
why cant I drag my mp3 file into the audio clip section?
Did you put it in assets first
in the assets folder?
yes
well, in a sounds folder in the assets folder
If you click it does it show up as an audio clip in the inspector?
no, it says "Default Asset"
why is that?
The file is bad, or some unsupported encoding, or it didn't import correctly
yeah, I did get that error... Any way I can fix it?
If it opens in an audio editor you could try re-saving it
ok
uh, why
i did not modify it
if the file is bad or wrong encoding
saving it as a completely new file would probably fix it or change the encoding
but, I can open it in vlc and quicktime player
Use VLC's convert feature to save it as a new file
been trying to read matadata from an mp3 file , to get data like artist length and year , any way possible for me to do this?
you have some cool ideas there, but i would recommend looking into how to create melodies. currently, your music just goes on and on and never repeats, it doesnt have a reaccuring theme. if you would try to consiously listen to any music out there, 99% of the time there is some sort of common theme for the song that keeps it cohesive. right now you dont really let the listener latch on to anything, but the melodies sound very "specific" so its a bit contradicting
Good idea
Where should I learn that?
Oh wait, do you think like, melodies that reoccur throughout the entire song? or just certain parts? because I tried dividing the song to 3 "parts" and try have each be unique with it's own things
Should I do this really? or maybe make the song more continious
a theme/motif doesnt have to be the exact same reoccurences all the time. If you tried dividing the song into 3 different parts that could be a way to create interest, but right now its just one make melodic element, one harmonic element and the drums so the "different parts" sound too samey, especially when you dont give anything specific to latch on to.
as of now i dont really see any parts really stand out or were memorable, since you didn't really have any specific theme going on.
Now you COULD go more of an ambient route, but your song right now sounds very "specific"(idk how to explain). it feels like it IS something that can be actively listened to and not just go in the background.
if you are just starting out, its always nice to learn how to do things. but in music, you can do whatever you want. theres no "should", but just know that its harder to keep a listener interested in a song if he doesnt have a pattern to latch on to. thats just human nature.
idk, youtube how to make meoldies lel
I'm thinking of getting an Fl Studio Course, I hope it would help my different song parts sound's more unique, because I composed this on a piano, so I couldn't really make the change obvious with different instruments, I think it's possible to achieve in fl studio, so I'll try and learn it
i mean, you can still have different parts of the song unique with just one instrument. it just needs to be more solidified. and again, 99.9% of music has some sort of repetition in it. thats what makes it music. even if you use a shitty midi piano you can make a good song if the composition is good. this has to do more with music composition in general rather than fl studio.
also you dont have to buy a course, everything is on the internet
Thanks for clearing this out
np, if u need fl help u can reach me
Thanks man
I like how the music is somewhat "strong" feels nice
its just me messin around honestly
id like to make tim follin tier stuff in famitracker at some point
no idea who's that, but good luck on that
hes prob the best retro videogame composer of all time
Track 1 / 7 (Complete Soundtrack)
System: Nintendo Entertainment System / Famicom
Alternate Title: Solstice - Sanjigen Meikyuu no Kyoujuu
Developer: Software Creations
Publisher: CBS Sony Group (US), Epic Sony Record (JP), Software Creations (EU)
Composer: Tim Follin
Year: 1990 (US + JP), 1991 (EU)
Tracklist:
1 - Title Theme
2 - Introduction
3...
What a grand title
he made this with the same NES soundcard that famitracker uses
no idea how
and he didnt make it with famitracker so it was way less easy
Yeah
and he managed to make something awesome
idk how well it would fit to a title theme tho
guy was like 15 years old when he made polyphonic chords on a zx spectrum sound chip
which was like never done before
idk hes a madman
all the games he composed for were like complete trash too lmao
Requested by DSX12kid kame64.
You can view a list of all of the requests I have yet to get to here: https://docs.google.com/document/d/171d0S-n6zj7JjbNG_9pz1PfzZnNYbkfT3tz_ibpoA-g/
Oscilloscope visuals created with jimbo1qaz's corrscope program.
this is literally only one sound channel
has drums, polyphony and filtering
wtf hahaha
I'll just say it's not very nice to listen to
yeahh but back in the day thats the best you could get
could be
just really hurts my ears
Guys, for dialogue typing sfx, does everyone play a looping music, or playoneshot a single one multiple times ?
Alright, I've tried making another version of that title theme, I hope this one does better on your suggestions
I've had a pretty good experience with Fl so far
I'll probably buy the full version when I can
Also, looking bac at this one, I don't like it as much as the first one, maybe it's because I spent less time on it
That means I get to do another try
I've made two versions of the same track. I'm not sure which I'll use (if any) so please help me decide
again dude, not trying to be mean but i would recommend learning on how to write melodies. its a little more concise at some places but its still kind of all over the place. dont be afraid to copy paste and repeat some parts, thats what makes music music.
It's not mean at all
I've actually got a friend of mine who is a music producer to let me know similar stuff about this one
which is why I'm now reworking it again (That's a lot of reworks), and adding some repetition
The sound is very nice! I have no idea what makes a melody work, but the progression here does seem quite random
when you get a tutorial right
Change the volume property of the AudioSource component.
thanks for watching
\\\\\\\
SAMPLE LIST
Soundfonts:
- SGM telephone
- Earthbound Moonside Cafe
- Earthbound Venus
- Earthbound Kick 2
- Earthbound Snare 1
- Earthbound Hi Hat 2
- Earthbound Wow!
Fl native:
- 3xOsc Square
- 3xOsc Sine Wave
- 3xOsc Rounded Saw
Deltarune:
- Spamton's Voice http...
pretty gud
opinions on these lyrics?
the story of it is that its a song that will be sung by an NPC the main character saves (for the game im developing)
(sorrowful music, slight tinge of hope hiding away inside)
we cry out
we fall down
we don't know where to go
its all lost
its all gone
we cant see our futures anymore
we don't know when it'll end
we dream of a safe new land
but over all the pain
we live to fight again
(long pause for calm music)
thru the darkness of our world,
there are some who still stand tall...
with a cheer of hope for everyone as you cry out
(pause followed by hopeful somewhat upbeat music)
we will never fall,
we will never cry,
all our dreams will come out and paint over the sky.
we will find what we once lost.
we will never say goodbye.
our fear will not hold us back and we refuse to sit and die.
(hopeful calm music)
compliments not needed, contructive criticism and nitpicking perfectly accepted
I want to say something, but my opinion is pretty much meaningless, I have no experience in the field, so I won't, maybe just that it seems a little repetitive at parts
and I also reworked for the forth time the title music, until I get it right
Credit tune
Hey guys, do you know of any good workflow to develop/test sounds for mobile devices? When I'm creating some sounds now they sound fine on my headphones/laptop speaker but once I run them on my iPhone they sound completly different. To the point that some low-frequency sounds are not audible at all. Currently I am developing a game on Winows machine so to test it in real-life scenario I need to push updates to git, pull them on Mac, build and run the game. This is no-go for testing every small update made to some sound
I have an audio source that plays correctly while it's in the scene that is instantiated. I have a settings screen than has sliders to control the Audio Mixer control.
My problem is:
If i have the audiosource NOT instantiated in the same scene as the sliders, then the audio doesn't play if i switch to another scene, and in the gameObject that has the audio sources, it creates a duplicate of all of them, with no audio output.
If i instantiate the gameobject with the audiosource in the same scene as the sliders, then it works fine and I can adjust the sound level.
I want to instantiate the audiosource in my "main menu screen" and you should be able to adjust the sound level in the Settings screen, I can't instantiate it multiple times, because then the audio source starts from 0:00.
Any way to get around this?
SOUND ON🔊🔊🔊
Made a quick #sketch of a simple #lofi beat I thought would sound nice.🎶
I might expand this one in the future.👀
I want to make more of these sketches in all sorts of styles in the future so stay tuned for that!
#music #Audio #composer https://t.co/deVmU6xXqY
Decided to make a little horror track, you know, to get into the spirit of Halloween! Spooky season baby! I have a website where I showcase all sorts of music I make! 🙂 If you guys want to check it out! https://www.composerastofficial.com/
hello, is this the right channel to post this game audio WIP? https://twitter.com/RyuSoundworks/status/1446669190505631744?s=20
#ScreenshotSaturday
Sound Up!🔊🎶⚔️
More prototyping of our adaptive musical attack system in @CodenameBabylon. Every combat action will trigger a corresponding musical stinger, adding variety to each encounter. Kickstarter Oct 18th! #GameDev #IndieDev #GameAudio #VGM #pixelart https://t.co/ebYpVAM5jA
I'm sure you've found a fix to this but try adding this script to a separate gameobject with the audio source on it
public class DontDestroy : MonoBehaviour
{
void Awake()
{
DontDestroyOnLoad(this.gameObject);
}
}
i have, but it's a complete pain lol. I had to make my own audiomanager script, with an audiosource class and had to give it the same properties, and a lot of other stuff imo this should already be a thing in unity (unless it is and I completely missed it) Thank you though
I'm adding a click sound in unity but every time I import it Unity adds unecessary silence before the sound clip I don't know why this happening
I want to Play it only after clicking a button
basically just make all sounds beforehand and send just them to a phone, and check how much it differs. phone speakers cant produce as much lower frequencies so in order to compensate the original sound should have atleast some mid-high frequency content so they wont be really silent.
im pretty sure theres some program so u play sounds on your phone from pc
if i have music playing all the time and i go into a certain zone how do i make it so that when i go into that certain zone it blocks out the other audio and starts playing another one?
https://www.youtube.com/watch?v=SswiJTDagxM might not help but still keyword here is 'adaptive', you could probably find some more stuff on it
In this video I will be talking about how to create dynamic or adaptive music for a game in unity.
Essentially dynamic music is music that changes in your game, but more specifically I focus more on the type that is used in Banjo Kazooie, where the music is the same but play with different instruments.
Hope you enjoyed my tutorial it is my f...
I need help with Unty!
How do I play sound effect by pressing my acceleration button.
I got working somehow, but it plays the sound non-stop without any delay and the sounds weird because the sounds play top of each another or sumthing. idk.
BTW I use the new Input system.
düd
streamdeck, analyzer
fucking moderator stance
sound filter
six monitors, pedals
drums
umm a gaming guitar controllers
SI-SI-SIX CONSOLES
TEN COMPUTERS
BUNCH OF FUCKING WIRES
SOUND PADS
SPEAKERS, ANTENNA
SATELLITES
DOG, DOG CAM
CAT CAM, CAT THIS
and a bunch of dogshit düd, right?
they'll read- they'll fucking analyze
ne-NASA's landing speed...
Hello! I'm trying to cover for someone in audio. We have a prefab on a Timeline, than when Active on an Activation Track, it plays a video with some audio.
When the Activation Track ends, the video disappears as it should, but the audio keeps playing. How can I cut it off/disable it?
Changing the Post-playback state on the Activation Track hasn't made a difference so far
Hello can i know where i can get people for voice-overs on characters
I wrote a new spooky track in time for Halloween! I hope you all enjoy!
https://soundcloud.com/adam-hooper/symphonic-horror
This was a spooky track I decided to write after purchasing Symphonic Destruction!
Wow that’s impressive!
Thank you! I’m always up for working on new projects! ☺️
Mixer group snapshots is a good way to do this. You can use trigger colliders to change the snapshot
If you are using an action in the new input system, you can call the AudioSource.Play() method on the action. That will start it playing. But it sounds like maybe it is playing repeatedly while you are holding down acceleration. You need an if (!audioSource.isPlaying) check before you start playing the sound. That way it won’t play if it is already playing.
For example if you had an action called Accelerate, your script would have an OnAccelerate(){ if (!audio.isPlaying){ audio.Play(); } }
How long is the clip?
Thx man!
Got it working!
hey everyone, I'm having some issues with applying an audio source to a scriptable object. I have a video where I don't have a problem applying it to a script but when I try to implement it to a scriptable object, it doesnt let me. Any help is appreciated.
You can't reference scene objects in assets. Reference in a managing scene script and make it assign at runtime.
New title music! inspired by Gwyn, Lord of Cinder Theme
Just a little track I made inbetween main sound design work
Does anyone know how to describe this kind of music?
I need music like these for my game. Unfortunately, there isn't any download link for this
Morning! does anyone have any resources I could read/view that might help explain how to get a seamless loop in unity? Having the devil's own job getting this engine noise to loop properly. The easy solution would just be to repeat the waveform until it's 60 seconds long but that doesn't seem like the smart way to fix it
Future synth / synthwave / ambient synthwave?
First make sure the audio itself is looping fine within audio software, so that it has no delay and that its end and beginning are blended together
In unity there's no trick to it besides use OGG or WAV format and set it to looping or loop it using code
File formats like MP3 cannot be looped properly because of the compression
Thanks! Fading in and out at the beginning and end helped, and I think the rest is just trimming down the silent bits (don't know what the actual word for it is lol)
https://youtu.be/hiwC05zMaFw?t=384 this is the technique I use most often
youtube to mp3
Make sure there is no copyright 😄
There's usually no copyright on audio editing techniques is there 🤔
Or perhaps you meant to reply to someone else 😄
No, I thought it was audio.
😄
Good point either way
If there is no stated licence, you technically have no right to use it even if you manage to download it
Got it. Thanks!
Made a death screen theme
And this shop theme, inspired by "Lantern" from Deltarune
I just want to add small sound effectsin my game. It is 2d and I don't need it to be heard less the further away you are. I want to just play some sound effects. How can I do it? I don't want to watch a 20 minute video for something so simple
bfxr.net or something like that
u can generate 8bit type sound effects
Simple method - add an audio source component to the prefab (I assume you're instantiating?), check play on awake in the inspector. Should default to 2D sound effect.
Also, create an empty game object, name it audio manager, add audio components you want to play when the game loads (music for example)
One thing: make sure you have an audio listener in the scene. If spatialisation isn't an issue, it should, by default, be on the camera.
oops i misunderstood the question
Does anybody have a best practices approach to keeping audio playing while loading a new scene?
I have a persistent DontDestroyOnLoad scene with a listener there for playing music continuously between scene loads, but then of course Unity doesn't like having another listener attached to my player for spatial audio. I could try juggling the active listener between DDOL and player objects every time we load a new scene, but that feels like a square peg in a round hole
Can someone help? For some reason I can’t drag an mp3 song onto the Audio Clip section in an Audio Source. There’s not even any error message it just doesn’t go in
Nothing in the console either? When you click on the selector circle to bring up the Select AudioClip dialog box, does your mp3 show up in the Assets tab?
And what platform are you working on? With what version of Unity? There was a time a few years ago, when the editor didn't import mp3s (IIRC due to licensing issues)
Hey guys, what filters would you use to make audio sound more like it's coming from a cave in unity?
just a suggestion, maybe try to make the note presses less harsh/have variation in how hard each key is pressed (it will sound more natural this way)
It's a good idea
I think there's a feature for this, I'm just not sure what the name is
oh wait I know, it's called an Accent
I mean, dynamics is a whole thing even beyond just accents. What tools are you using to write music?
i make-a the chiptune-a
what are hydrodynamics? im putting this bad boy where he belongs... in the sky...
[2/6]
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pls listen? maybe like, comment, and subscribe? yes thatd be good...
I'm pretty new to audio design - I'm having trouble setting up a distance-based sound effect - once I switch the Spatial Blend to 3d.. the sound stops working, seemingly no combination of min and max distance seems to effect it.
What am I doing wrong 😛
Ah I think I figured it out - I need.. a spatializer plugin
Amazing!
I really like it! It feels very upbeat!
thanks!
I use Musescore, I find it super simple and getting good results. btw, I do use dynamics
Musescore is great! My wife used to use Sibelius, but they got very anti-consumer in the Adobe SaaS kind of way. Musescore seems to be about as good and costs nothing
Nice to hear that
try adding the reverb effect to the audio source object, and set it to underwater preset.
Oh cool didn't know that the reverb sfx had presets
I was trying to configure it myself
Thanks I'll give that a try 🙂
Good lucky, there's a trippy one in there that might work, too, as starting points to find the effect you're after.
You can also try adding an Echo effect with a very short time and long fall off, and a chorus with similarly short time and great depth, before the reverb. This will strongly increase the effect.
I tried echos but I couldn't get them to sound good. They would play over eachother and make the sound louder over time
I spent a good 2-3 hours on all of this the other day and realized that I had a lot to learn in this space haha
Reduce the second value, it's the feedback. You need that to be below about .5 if it's building too much.
I also tried some filtering
Yeah I think I settled on 0.3
But I think the issue was also that the effect was being applied to footsteps which were too regular
if that's possible
The low pass filter in Unity isn't very good, avoid it if you can. And set that echo time to very, very small. Like 11 through 25, somewhere in there.
at about between 11 and 16 (these are milliseconds) it's more like a long chorus effect, or very fast reverb.
I was also wondering if I was better off just adding my own post processing to the sfx (reverb, low pass, whatever) and then just playing the processed sfx in Unity
I guess you loose on iteration speed but the quality of the effects is probably better
Generally speaking, if you can make the sound you want outside of Unity (in any synth or DAW), then yes, I think you're better off doing it yourself.
Okay interesting maybe that's what I needed. I was using much higher delays
I think that I will ultimately. Once I know what sound I'm actually going for
Yes, at very low numbers, it just adds kind of a resonance effect, that's much enhancing of the reverb effect after it.
It's probably much better performace wise too
Cool cool I might drop a clip of everything in here for feedback once I've tried it
Yes, it's only playing a clip, not adding effects to it. Also, learn about the mixer, as it has some other effects that aren't available as components on an AudioSource.
Oh the mixer is what I've been using this whole time
Yes, ideally, make your sound in a synth, as you like it, and then add reverb in the engine, so you can dynamically control that based on player distance, etc.
I never tried adding effects directly to the source
Argh, ok. No worries, you're on the right track! Pun!!!
I did things so that all of my sfx play from the same source anyways though so in theory I guess I could do either
You can use up to about 30 sources without worrying about performance. They're pretty light, it's a very old system, so quite efficient.
On a PC, you can go mad, with hundreds of sources.
<32 for mobile, as a general rule.
Hmm maybe I should just instantiate 32 of them and keep them hot then
Rn I have a prefab and I instantiate a new one whenever I need to play an effect (and destroy them after of course)
That way I don't need to worry about destroying objects with audio sources on them
Hello guys! This is my first try using FL Studio. I tried to remake the iconic Heart and Soul duet, but adding some drums. Enjoy :P
And this is the project if someone would even care
Anyone know if there is a new ETA for webrtc supporting audio? A vendor told me July was the ETA, but life happened. Just curious, so I can decide to wait or work around it?
Are there any audio/music/sound designers looking for a game jam for experience. You can DM me if you want to join as a audio designer in our team.
I'm trying to get music to continue playing even when the scene changes. I've googled already and everything tells me to use a singleton, and that's what I'm doing, but the audio restarts every time I switch scenes. And the weirdest thing is that it only seems to happen between two of my scenes. I even went into the second scene controller and removed everything involving the AudioHandler script I wrote, and it still reset the audio clip. Does anyone have any idea why this is happening?
Would this belong in the scripting section? I didn't know since it involved audio and code
anyone know why the Oculus spatializer might throw this warning? Audio source failed to initialize audio spatializer. Please check that the project audio settings and make sure that the selected spatializer is compatible with the target. UnityEngine.AudioSource:Play ()
im on a 2022 alpha version of unity, but i cant tell what else might be the issue
perhaps the spatializer only works in compiled builds?
taking a guess here that the audio source might be set to play on awake ? try to uncheck that bool
It was not. I found the problem. I had a "ResumeAudio" function I calling in my pause system script that I had forgotten about. It works now. Thanks anyway!
am i allowed to sell music
You can post a preview in #archived-art-asset-showcase which may point to your socials, no direct advertisement outside of Asset store channel, which is for store links.
Or one time post in #502171626805133312 possibly.
ahh okay thanks
Hi all
Is it possible to set the output mixer when doing PlayOneShot?
Currently the output mixer is null even when the calling AudioSource has something set
What kind of file format do you guys use in your Unity projects?
Ah, Never mind that. I checked the documentation and it said to import/use .wav files
Is there a way to auto-play files whilst browsing? The only technique I'm currently aware of for previewing a sound is to try click on the left-most bounds of this box for each item 😬
The afterthought (or lack thereof) given to Audio is one of the most annoying aspects of Unity. No, is the answer, which is ridiculous, and an absolute indication of how little Unity uses Unity.
😵💫 oh boy. commiserations to all my audio friends. that's bonkers!
There's play button in the inspector.
!warn 588426769003053075 Take it down a notch with trolling channels across the server.
d3eds#9833 has been warned.
that's EXACTLY what @vestal quail is describing as insufficient and/or inefficient, depending on your reading of tone.
No what they are talking about, they missed the button. Again, not a place for your rants.
In the newer versions, there's an "autoplay" button to the slight right of the Inspector Play button, for audioClips selected in the Hierarchy.
However, this will not help you with AudioSource's AudioClips. This problem has to be solved in another way, such that you can hear the AudioSource play the AudioClip, complete with applied Pitch, Volume, Spatial and other settings. Hang on... will rehearse it so I can describe it.
In the top left of your Scene view, there's a little row of poorly designed buttons and settings menus:
That "speaker" button is an audio On/Off switch, with the ability to, on turning it "on", activate autoplay AudioSources that are in the Scene.
Now for the caveat: This "feature" is not just for the Active and Selected AudioSource, it's going to play every single AudioSource in your scene!
And all the AudioSources that have post processing of your own, they won't work.
This was the window I was looking for an option to play/auto play within. You can play by clicking on the waveform in the bottom left, but it'll play from where you click, so it's easy to miss the first part of any file. I was hopeful for an "auto play" as you browse files in the list.
And you must remember to turn this "speaker" button back on, in order to hear audio the next time you enter Play mode, as that's the original intended purpose of this button. It just so happens to also trigger all AudioSources in your Scene that are set to "Play On Awake"
Yea, I always use minimized project view, if you keep inspector open you would playback there.
Ah, now I see, it's a selection picker.
If your object with an AudioSource is a prefab, you can double click the parent object to enter Prefab editing mode, and then the AudioSource "play" trick of activating the Scene Audio Button only plays AudioSources on the prefab. But, again, this is a work around... and in your situation might be the last/worst possible way to do this, especially if you're trying to set differing sounds differing instances of a prefab in order to create variants.
Yeah that doesn't sound ideal. My workflow is mostly just trying to find an appropriate sound effect from a bunch of assets purchased from the store. I'd loaded them all up in VLC to play back to back previously, disappointing there's no way to auto play in the select window.
I did not know those can play sounds in preview 😂 . Nice. You could also start full clip playthrough by clicking on the end of the file as well.
I know the pain, all too well. I make my own sound effects, lots and lots of variations of them, all in synthesizers outside of Unity, so there's no way to be quite sure which one is going to work best, in the game. So I'm constantly trying to find an efficient way to swap them in and out.
Thanks both for the help. Sorry for your suffering @wet rover !
Far and away the most annoying part is not being able to preview Filters/Effects and AudioSource settings in any kind of easy isolation, as this is the means by which we can calibrate/modify a sound's Source such that it's more idealised and expressive for its role, and we can find the dynamic range of usefulness for responsive modifications upon/by the rates and nature of impacts/events that characterise the sound as signal.
Keep in mind, live Play Mode editing seems to have been the workflow that Unity envisaged for configuring your soundscapes, mostly via the SoundMixer. This even has a special button to allow (and keep) configuration during Play Mode. However... BE VERY CAREFUL! All changes you make to Audio Sources, including the sounds chosen (and pitch and volume, spatials AND effects values) will be lost when you exit PlayMode. For this, I have one invaluable piece of advice...
Create temp folders for iterative saving of Prefabs... whilst in PlayMode, when you configure an AudioSource in such a way that it's pleasing to you, drag and drop that Prefab into this temp folder, and name it in some way that will help you recall what you've configured, and why. And you can keep doing this whilst you work in Play Mode, to balance out most of your sounds and AudioSource and their effects values.... then you just have to remember to swap these back out with the "old" prefabs when you exit Play Mode, as back in Editor Mode all your changes will have reverted.
This "temp folders for prefabs to save settings" approach works for all manner of things in Unity that are lost during Play Mode editing. It's messy, and a little busy-work, but it will permit normal creative, editing and iterative workflows that you're accustomed to in normal software.
Create temp folders for iterative saving of Prefabs...
That's a neat trick. Its usefulness extends beyond Audio tweaks - thanks for the suggestion!
You got it! It's THE trick in Unity, I think. Along with abusing the Presets feature, which hardly anyone ever talks about.
now that you're beginning to see SOME of the painful issues and flow stoppers in Audio work cases, you still think I'm ranting? Want to rescind that warning?
You should stop pinging me now if you don't want to add to that one.
You can absolutely fuck right off with your little threats. Just ban me, and consider yourself a piece of shit for threatening such absolute bullshit.
!ban save 588426769003053075 Ignoring warnings. Spam.
d3eds#9833 was banned
https://soundcloud.com/tohomoko/the-aerodynamics-of-a-cow
i make chiptune music
remember to drink your aerodynamic cow milk! it'll make your aerodynamics stronger :)
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Hi I'm trying to get a sound to play so that its quieter when the player is farther away. Right now it always plays at the same volume no matter where the player is. I tried adjusting the min / max distance and the rolloff curve. A lot of the tutorials I'm looking at show a setting for a spatial blend but the version of unity I'm using doesn't show that option. Is there anything I'm missing? Thanks in advance
anyone know of a good website/resources for free sound effects?
Freesound.org is pretty good
thanks Ill check it out
"error CS1503: Argument 1: cannot convert from 'UnityEngine.AudioClip' to 'ulong'"
I get this error for this piece of code:
public AudioClip SelectSound;
public void PlaySound(string clip)
{
AudioSource.Play(SelectSound);
}
I belive its because the Play function takes a ulong as a parameter to add a delay for the sound. If you want to play the select sound you would want to do something like
public AudioClip SelectSound;
public void PlaySound(string clip)
{
AudioSource.clip = SelectSound;
AudioSource.Play();
}
That fixed the console errors. I haven't checked if it plays the sound yet
Yep the sounds are playing and everything is working great. Thanks a lot!
I was considering adding physical audio into my game using Steam Audio or Google Resonance. But looking into it it seems like both of those plugins are only supported on PC and mobile. I'd rather not lock myself out of Xbox/Playstation/Switch, does anybody know of a library like this that would be compatible with consoles?
I guess in a broader sense I'm just looking for a shortcut for doing spatial audio with nice occlusion. My existing system doesn't work very well so I'm weighing my options
hello, any idea how to implement tank shell pass by sound?
Maybe try something like the volume quickly rises as it approaches and then falls off slower than the rise after it passes. Maybe add some kind of Doppler effect
thx, you are right. But need a default whisling sound.
Any experienced sound designer/creator here? 🙂
not sure what the scope of work is for you but have a look at audio middleware they have more complete solutions for occlusion and spatial audio .. at that point you'll
also need a sound designer fluent in Unity and middleware
hello .. I pop in from time to time .. how can I help ?
just a personal project (shooter) so I'm doing everything. I figured I'd be able to cut some corners using a physical audio solution but honestly the more I look into it the more painful it looks. I tried Microsoft's Project Acoustic yesterday and while it seems nice enough, it introduced weird popping all the time and I kept hanging during the bake process. And from the estimates it could take like 12hrs to bake my simple little demo map even if I payed for Azure 😬
I think I'm going to give google resonance a shot tonight since it seems a bit lighter. if that doesn't work it's raycast city baby
Spatial and Oclusion are really sophisticated concepts to implement well for any audio designer
yeah that's pretty much what I've been discovering. might end up having to just do it myself with raycasts and fmod. hidden advantage there is that I can then leverage it for my AI system
It's funny they are promoted as being totally accessible , like no big deal you just throw it in there and it 'just works' but that is not the case at all unfortunately.
lol yeah. no free lunch I suppose 😏
Reaching all consoles with spatial audio is a big ask. I'm not sure if there's a single solution.
From an audio design and implementation view you would only choose to spatialize specific parts of the audio design. That's for 2 reasons .. 1) people can only really detect and handful of spatialized sounds 2) you will quickly run out of CPU time and Audio DSP with too many spatial sounds
Occlusion is different I think all your in world 3D stuff can use occlusion. That would be really hard to execute in Unity native audio as well. Good to hear you're using FMOD that a lot more powerful
not using FMOD yet 😄
but from my research last night it seems like the standard approach is to do a raycast pattern, calculate an occlusion value, then fade in a low pass filter in FMOD based on the occlusion value. It's not a totally airtight solution but I think it'll get me to a happy place
seems like it's maybe technically possible with google resonance, but you'd probably have to compile the C++ library for Xbox/etc. which could be a massive headache but it sounds like it's possible in theory and maybe it's been done before by someone
my tip with Occlusion is that you doing have to cast every frame for everything .. maybe that obvious but hope that helps .. some sounds don't need to update every frame
right. I was sort of hoping to avoid that with the physical audio but at this point I don't think it'd be more performant to use a library.
I already have a system to space out crazy amounts of raycasts over time so that my bots can know if they'd be seen at a particular location. It's pretty fast. I'm thinking I could do something similar for audio occlusion but... it's gonna be a lot of work
I can't figure out whats going on, my player shown in the red arrow is able to hear this audio source no matter how far away I put it or what the max distance is
Nvm it was spatial blend
Why did the slider start at 0 by default wtf
Can someone recommend a solution for text to speech, which works in the editor (windows) and in a webgl built?
i made chiptune music like video game yes yes listen! yes
https://soundcloud.com/tohomoko/the-aerodynamics-of-a-bulbasaur-1
i choose you... but with minimal wind resistance!
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Which audio library do you recommend for free sound effects?
Okay, so I have a piece of music for a title screen and I want to make it fade in, then loop the main section for the duration. I have no idea what I'm doing when it comes to audio in unity, so can anyone give me a hand with this?
@ember basin blackthornprod has an amazing tutorial on music for beginers (it might not be exactly what your looking for) but will definitly point you in the right direction. https://www.youtube.com/watch?v=ToVL_f9G9Yk&t=78s
In this unity and C# tutorial we will take a look at how to make music transitions for your games !
We'll start by creating a simple script that will get our music smoothly moving from scene (without destroying itself). This uninterrupted music will keep the player feeling immersed in the game world !
We'll also take a look at how to make fa...
hope this helps 🙂
Thanks
https://youtu.be/5cu5iEWSiNU I was feeling the House of Ashes soundtrack, so I decided to make my own track to fit the vibe!
Here is a fan made track inspired by and for the game House of Ashes, picture belongs to Supermassive Games: https://www.supermassivegames.com/
Music inspired by: Jason Graves: https://jasongraves.com/
Original Soundtrack by: Adam Hooper: https://www.composerastofficial.com/
twitter: @Airsicktitan
help
please
it's doing this with other audio files too but most of them work
idk what the issue is, it's the exact same format as the other files
nvm i just switched the format to .ogg
Hey ya'll! I'm new to the discord and I've been working a lot with audio. If anyone needs an audio designer/implementer hmu!
Anyone know why my audio clip getData would return all zeros even though it's loaded, and marked decompress on load?
I've tried changing the compression formats as well with no luck.
It gets the correct count of samples, but yea
Epic dude, how did you make that
Vibing
@manic cliff There's no off-topic media
Ok ok
using a website called jummbox
humans aren't made to fly, but we are made to try!
[5/6]
Follow me here for more of me: twitter.com/tohomoko
and i just uploaded another one!!!!
more vgm-esque chiptunes/fakebit stuffs
Well, sorted out the empty samples issue, it's due to when using fmod and having the unity audio disabled, the unity audio clips simply never load their sample data, so instead went about it by keeping them in streaming assets for now, loading them manually and doing it that way.
I'm trying to make a rhythm based videogame with the less input lag I can, should I use the Audio Source component from Unity or is it better to use FMOD?
Honestly I’d say using Wwise or FMOD is a better option. I don’t know much about input lag on unity’s built in audio engine but I know it’s minimal in Wwise or FMOD
I'm making a huge open world game. How do I load in audio when I need it without causing a lag spike?
anyone know why my audio is importing like this instead of a waveform
Audio "lag" is determined by the DSP Buffer Size: https://docs.unity3d.com/ScriptReference/AudioSettings.GetDSPBufferSize.html , which Unity document super poorly. It's not going to thrash the CPU more as the number is reduced, as they claim. The exact same number of samples are processed, regardless of the size of this buffer. ie 44100 or 48000 samples per second, depending on target platform. The DSP buffer size is merely the size per chunk of sample processing. In total, 44100 or 48000 audio "frames" must be processed by the mixer and audio system, per second, regardless of the dsp buffer's size.
Screen presentation to input receipt to input processing to audio creation to DSP Buffer Length is roughly the latency. Each aspect of this must be reduced to get good feeling, low latency. The DSP Buffer Length is the easiest to fix. Set to 256 to begin with, then work on getting input faster than the frame rate, and processing it as soon as possible, rather than being limited to the Update()'s reliance on frame presentation time. This is a long battle. No easy ways.
I've seen everywhere it's a best choice to use FMod for a rhythm game due to its features, I think I'm gonna try that.
this isn't necessarily true. I'd make a strong case for just using Unity's inbuilt (older) version of FMod, because they easily surface OnAudioFilterRead(), which gives you three important things: 1. The ability to print sound, 2. the ability to use an alternative thread, 3. DSP time -- https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnAudioFilterRead.html
Installing a new version of FMod doesn't bring you any closer to solving the problems of time and latency. OnAudioFilterRead, inbuilt, however, helps solve many problems, as it gives you (effectively) both the time and space to do custom sequencing, which is exactly what you need to make a rhythm game.
Oh, that's pretty interesting then. I migh try both solutions and choose the one that works better. The problem is, apparently, sound latency is VERY high in mobile devices.
There's a lot of misconceptions about sound latency on mobile devices. It varies between manufacturers, models and Android versions, ENORMOUSLY. Android (read "google") does their very best to hide this, as it also impacts all touch latency in their devices, too. It's very difficult to get (impossible) consistent touch latency responsiveness across Android devices, even from the same manufacturer.
On iOS, things are very, very different! iOS has, to a very large extent, been optimised for good touch latency, and good audio, as a result of choices made before iOS was even created, that form the backbone of what an iOS device actually is.
On Windows tablets, there's a few very low latency devices, and then there's the rest, with some having Android levels of latency issues. There's little consistency across Windows devices, so you can't be sure of anything, and have to presume the worst.
But the most important thing to understand is that there's two different kinds of latency problems, and two different kinds of time reporting problems, both of which impact beat based gaming, to the point where I'd say unless you're targeting only iOS, don't even bother trying.
And all of what I'm saying above is before you start figuring out how to optimise the way you use Unity such that it's suited to presentation and receipt sufficient for a beat based game, which is a whole other world of pain. Unity's tied to frame presentation, whilst input on mobile devices is now not, often happening much faster. And the New Input System isn't good at resolving these timing differences. You basically are forced to find a way to poll for input based on the capability of each targeted device, and will need to create your own thread to do this, which is no small undertaking.
Yes, the game has to work in every Android device. That's why I'm looking for something with not so much audio latency in order to make it work, there's lot of rhythm games on mobile and somehow they manage to make it working for almost every existent mobile. I don't know how though.
Does that happen even if a have a fixed frame rate?
Play a LOT of those rhythm games on Android devices. Get to understand the latency that's actually there, and the compromises they're making. You'll have to make similar choices.
Make sure you play those games on multiple devices, too, so you can feel the differences. It's not nearly the same experience on a mid tier phone as it is on a top tier Samsung device (like a Note, where touch latency is optimised because of the pen input).
Hmmm, I played some of them and tbh, I didn't understand anything cause it felt pretty decent. 🤔
A LOT of people can't feel the latency. This isn't personal, it's biological. It's very difficult to train someone with slower reactions and reflexes to understand what someone with much faster responses is seeing and experiencing.
I agree with that but after all it's playable ig. What I want is a game that is playable (and not annoying too), i.e: if there's 20ms of latency, I won't care very much.
Those with a combination of very fast reflexes, great coordination and very good pattern recognition - they're naturally good at drumming. And they have a preternatural sense of timing and time discernment. These are also the biological markers of someone that will excel at beat based gaming. These folks ultimately determine if a beat based game is the real deal. You need to find one of these folks, someone able to get world wide level top scores in a beat game, to begin understanding the needs of the genre.
Odd as this may seem, getting to 21ms latency, just for touch input, was what Microsoft used as a huge marketing story just a couple of years ago - with native, operating system code, and their own drivers, on their own hardware, with their own software. In other words, getting to 20ms latency is VERY, VERY difficult. You'll struggle to get under 100ms on top tier Android devices with Unity.
You're right but I'm not trying to make a competitive rhythm game either, it's more something like Wario Ware or Rhythm Heaven, a game for fun.
I've read using middlewares like Wwise and FMod reduced sound latency cause it doesn't go through Unity directly, dunno if that's true though.
So I don't know if I really need something very complex regarding the whole genre, cause it's different overall. But the touch screen input lag and audio latency is such a pain in the ass ngl
Sorry to keep harping on about this... but sound latency is the very least of your problems for a rhythm game. This is easily solved by simply reducing the "audio latency" setting, which is the DSP Buffer Size. Set this to 256 in Unity, and Wwise and FMod can't do any better than this.
And it's something I gotta solve, definitely.
The problem of latency is the round trip of INPUT and Processing (by you and your code).
I've read that it caused a lack of quality in the audio in mobile devices.
Don't know if that's true though.
It's not true, some devices simply are incapable of lower settings. you have to look up huge tables to find the minimum buffer size for audio on each Android model and OS versions play a bit of a role in this too. At any rate, the point remains... whatever sound engine you use, they're all limited by this buffer size in terms of Audio Latency. Audio Latency is solved in the exact same way, whether you use Unity native FMod, a newer FMod or Wwise or any other external sound library.
IOW: you're focusing on the wrong problem. The issue is consistency of input response, and latency of input response, and processing of input to subsequently present other sounds and imagery, in a consistent and low latency manner. This is much more difficult to solve consistently, across Android devices, even if you set realistic goals of 4 or 5 frames of full roundtrip latency.
AudioBuffer Size is an OS setting, which Unity and other game engines and audio Engines are permitted (most times) to override on the target device and OS. To fully grok this, know that a lot of Android devices simply don't allow any modification of this audio buffer size. iOS is unusual in that it has 3 "default" settings, one of which is quite low (256) because there were initial considerations for MIDI editing in the core OS upon which iOS is based, from the 90's.
I see, I'll focus on reducing the input response. I don't know how but I think I should focus on other platforms instead and then, start optimizing a mobile-only port.
This is going to sound weird (pun intended) but audio based rhythm games are one of the hardest types of games to make well, because there's not a good way to do it. You start having to consider time in ways that game engines aren't really focused on thinking about, especially not Unity, as it doesn't have a solid sense of time faster than frame rate.
Do you think doing something like that is really THAT hard? Genuinely asking https://www.youtube.com/watch?v=bFATbuOsar0
I hate slow songs, they're hard and boring at the same time. -_-
Cause I know that Unity is not especially made for rhythm games but some popular games like Rhythm Doctor and Dance of Fire and Ice are made with Unity.
Regarding the input response, I thought I'd be worth trying to do a kind of calibrator at the beginning of the game, the player has to press the button (or touch the screen) at the beat multiple times and looking for the average, have some offset depending on the player profile.
Yes, sorry, Input is (strangely) one of Unity's biggest weaknesses. Perhaps email the makers of the two games you've mentioned, as they're made by the same crew, and ask them questions about input and latency and Unity. I've just watched a video of DOFAI, and they have a very good little time compensation calibration tool at the beginning, so they're super familiar with the problems of differing devices and Unity and time.
Further, with regards audio and these three games, you can make any of them with any audio engine, that's not going to be any part of the issues you'll face. And I'd generally say "don't add anything to Unity you don't absolutely need", for sanity's sake. And you won't need newer FMod for any of these types of games. You can do all you need with stitching via https://docs.unity3d.com/ScriptReference/AudioSource.PlayScheduled.html, which is astonishingly accurate and capable of astonishing rates (right up into the audio spectrum).
Gotta ask something then, because I wanna learn and know when something is needed. In which cases should I use FMod, or more like, what is it used for exactly?
argh, yes.... good question. If you want to make complex soundscapes, with hundreds of potential blends and reactionary sounds, and you want to sculpt the soundscapes for regions and rooms and areas with lots of dynamic, spatial sounds, and you have a workflow with external synths to create those sounds, then FMod becomes worth its weight in gold.
I understand, thank you. One more (and last) question: the input latency you were talking about is only for Android and their touch screens, am I right? For PC it has to be less complex I think
For PC, it depends on the touchscreen drivers, which are determined by the hardware of the touchscreen, as to the latency. There's a few high end Windows devices with deliberately well made, low latency touchscreens, the rest are pretty much all slow, and variant. Made to a cost.
Oh, I meant PC using KB+M / Controller
For round tripping from even your keyboard or game controller on a PC, the issues of the driver for video card, the rates to and fro from monitor (not refresh rate, though that also), and the USB driver and motherboard combo that's processing that KB+M/Controller input, and then the game engine's ways of handling that input.
As I said at the beginning, we have lots of misconceptions about latency. One of them is that we (wrongly) presume that operating systems, game engines and computer hardware would be optimised for low latency, stable response and input signalling. In the rare case of custom hardware (game consoles and musical equipment) this is true, and (oddly) most iOS devices (to a lesser extent). PC and Android (and even Mac) are a bit of a hellscape, when it comes to getting consistent, low latency round tripping to work with any input devices.
I see, I think it's worth a try asking DOFAI devs how they handled it
Thank you very much for the help!
Absolutely! I think it would be a VERY interesting conversation!!!
Sorry I bring such bad news. Input is one area where a lot of thinking, planning and compromise must be made, to and with the game design, and considerations of the target hardware, still. It seems odd to be saying that in this day and age, when we think back to how long since 60fps gaming first became the norm.
I don't think it's bad news, it's only a challenge!
I don't think it should be a challenge. I think these should be solved problems.
Oh, yeah, that's true too. I'd prefer to don't mess with engines to make something as simple to work out but it is what it is, I'll try my best.
For a little future reference/reading: https://gamedevbeginner.com/how-to-play-audio-in-unity-with-examples/
Extending Unity's default audio looping functionality
I think these are the two most important things to understand about Audio for a music game in Unity, and should at least solve all those problems, so you an then focus on input and presentation. Good luck @foggy wave and thank you for introducing me to DOFAI!
Np, hope you enjoy it! :)
@whole pivot I've been thinking and making my own Input and Audio Library has to be the best solution!
Definitely the best solution. You might find you don't need Unity after that, too 😉
For Audio, you can do it as low level as you like, down to C and Assembler, and then "plugin" to Unity. Unity even has some docs on this.
Using Unity and a custom Input and Audio should be fine
I'd start with the input system, for Android, with their latest C++ game frameworks, as this will likely give you the best possible ways to poll input.
Input is (by far) the biggest issue, and the most hassle, when working with Android (and Windows) and anything with Unity, if you want low latency. Sadly.
Haven't reviewed this, only noticed it when they announced it recently (re-announced it), but it's a google initiative, so about as likely to get dropped as a new Unity feature: https://developer.android.com/games/agdk
Go PM since we're starting to be off topic ig
can anyone help mw ith this error? the vairble s is null but i dont know what to do
using UnityEngine.Audio;
using System;
using UnityEngine;
public class AudioManager : MonoBehaviour
{
public Sound[] sounds;
// Start is called before the first frame update
void Awake()
{
foreach (Sound s in sounds) //loop through indexs in the array
{
Debug.Log(s.name);
s.source = gameObject.AddComponent<AudioSource>();
s.source.clip = s.clip;
s.source.volume = s.volume;
s.source.pitch = s.pitch;
}
}
public void Play(string name, bool loop)
{
Sound s = Array.Find(sounds, sound => sound.name == name);
s.source.Play();
if (loop) s.source.loop = true;
}
public void Stop(string name)
{
Sound s = Array.Find(sounds, sound => sound.name == name);
s.source.Stop();
}
public AudioSource getSound(string name)
{
Sound s = Array.Find(sounds, sound => sound.name == name);
return s.source;
}
}
You're trying to play a sound that's not in the array
sound[] on line 8
does anyone know why the in editor preview of sounds might be choppy and slow?
turned out to be DSP setting
Yes. You're trying to play a sound that's not in that array.
how would i make an audio speed up it's tempo without the pitch going up?
i wanna make a heart beat sound effect go higher as a value increases
so lets say the value is 100, the heart beat's speed is 1x, the value is 200, the heart beat's speed is 2x, etc.
the pitch only goes so high as 3, and the audio mixer just distorts the audio including the ear piercing pitch increase
please help
Long story short there is no out of the box method that does that. However you can achieve this by sequencing the sound with OnAudioFilterRead. You can write the audio data to the buffer at scheduled intervals and it gives you the effect you're after.
guys im having a bug where the audio is doing weird sounds
im using a pool system and when i try to set the volume higher it sounds very bad
it mostly happens when the volume goes from 0.1 to 0.4
void HearthSounds()
{
if (BeatTimer >= timebtwBeats)
{
BeatTimer = 0;
bool diff = middleSpeed >= timebtwBeats;
if (diff)
{
if (Mathf.Approximately(timebtwBeats, ModerateBeats))
{
curVolume = ModerateBeats;
}
else
{
curVolume = FastVolume;
}
}
else
{
curVolume = SlowVolume;
}
//HeartbeatPref.Play();
foreach (AudioSource a in Heartbeats)
{
a.volume = curVolume;
if (!a.isPlaying)
{
a.Play();
return;
}
}
}
else { BeatTimer += Time.deltaTime; }
}
hey all I want to know what I can do if I want my sound to be 3D spactialized/HRTF
For anyone that's ever player total war shogun 2 especially as it relates to the sound of the firing cannons as you move the camera arround, that's what I want to acheive
Here's a super easy, cheaty way to do this, which works for anything that's a beat: 1. Make two copies of a single beat AudioSource. 2. Alternate between them to play the heart beat. Reduce the time between them to speed up the beat. No pitch change, the beats come closer together, faster heart beat. Think of this exactly the same as footsteps speeding up.
Hey, is there any way to continuously play the same song through multiple scenes?
Yes, create a scene that will always be loaded, and put an audio manager into this scene. Play your music and control it from this scene and audio manager. You'll then have to additively load subsequent scenes, such that this always loaded audio manager scene is always loaded, and your other scenes are popped in and out of "additively", as Unity calls it: https://docs.unity3d.com/ScriptReference/SceneManagement.LoadSceneMode.Additive.html
Thank you!
Happy to help! Good luck!!!
The end of the aerodynamic era... pls go listen!!11!!111
https://soundcloud.com/tohomoko/the-aerodynamics-of-a-tohomoko
The finale of the aerodynamics series...
[BONUS/6]
Follow me here for more of me: twitter.com/tohomoko
Thanks to Stewart Thomson for the cover art - https://www.instagram.com/lostshoestew/
Hey guys, I've got the following problem
var rec = Microphone.Start("External Microphone (Conexant SmartAudio HD)", false, 20, frequency);
Microphone.End("External Microphone(Conexant SmartAudio HD");
when I execute this line, the microphone does end but the file has still 20 seconds recorded.. why is that?
really, really loving Matrix!
It looks like that 20 in the initial call is going to win, regardless of anything you do after setting that.
Hi, anyone knows how to monitor events being played like Unity log? need to see some rogue events
Sorry, in FMOD
how do I make a sound louder at max distance instead of its center? I'm trying to make the ocean sound in this island quiet in the center and louder the closer you get to the edge
I tried inverting the rolloff but it doesn't seem to work
Use the FMOD profiler
hi everyone, i have question. how do i stop my bgm when game over panel shows up?
Make a bool for that game over,and when bool is true just stop music(there is method look at docs)
I feel like you're gonna have to write some code for this
I use SabreCSG's volumetric audio feature for these kinds of things
basically you place volumes and it calculates the closest point inside the volume to your camera and places the audiosource there
I installed FMOD to my project but it turns out FMOD doesnt do what I thought it did, so I removed the package, but now my project has no audio at all and I can't seem to restore it.
- There is a Unity Audio Listener on the camera, and these are my audio settings
How do I get audio back?
might be the SUPER annoying speaker icon on the Scene view, or the "mute audio" button on the Game View. One of these set wrong would explain this.
Ill check those, thanks, I didnt know about them 🤔
thanks, will try this
Np
yo
how do i add
footstep sounds
to my character
ive tried everything it doesnt seem to be working
Use animation events on the animation at the point where the foot hits the ground. Call a function which plays the sound.
I've tried this, it doesn't seem to work
I am confused
Bcuz my model isn't actually the model with animation
It's paired differenrtly
How can I make the volume of certain clips sound louder and others quieter?
I'm using an AudioMixer to govern the player-preferences volume of sound effects, music, and ambience, but a reverb zone sitting in the scene still echoes sound effects at the volume set in the audio sources being played...
Is there anyway to have an audio-mixer govern effects like reverb zones? (specifically volume)...
anyone?
To reiterate, I seem to be unable to attenuate a reverb zone via audio mixers
I assumed that the reverb sound's volume would depend on the mixer outputting the sound being reverberated, but it seems to depend on the audio source's volume scale directly
At this point im not sure if this is a bug with the unity version I'm on (2022.1.0a12), if it's an oversight inherent in unity's sound system, or if I'm doing something entirely wrong...
I thought I could easily control the volume of all sound effects by routing them through an audio mixer (and it works), but when I add a reverb zone I am unable to control the volume of echoes except by reducing the volume of audioSources directly, which defeats the purpose of using an audioMixer...
There's some wonkiness in Unity's sound system, to be sure! Are you putting the Reverb effect on the Audio Sources, or on the Mixer 'channel'?
@whole pivot I'm using a component called AudioReverbZone, which essentially affects listeners and AudioSources that enter it, afaik
the audio-sources have an output routed to a mixer
reading up on them now.... gimme a minute... or three....
I appreciate any help you can manage! Thanks!
not much explicit info about them is readily available other than the most basic stuff
I think it might be an under-equipped feature (maybe due to newness?)
Not newness. This stuff is archaic. Unity hasn't updated their version of Fmod in a decade.
It doesn't immediately appear to be a very useful idea. If you can, I'd suggest adding Reverb effects to your Mixers, as you need, and setting the reverb there, and on the AudioSources, per emitting AudioSource, such that it feeds in as you want. I realise this is a lot of tedious work, but the results are absolutely controllable, and allow you to accentuate those sounds that would reverberate much more, rather than getting the mushiness that results from general use of reverb.
Juddging by this video, I'd say the ReverbZone is truly archaic, predating the Mixer! https://youtu.be/sl0i_zKJy-M
Additional videos for this title: http://j.mp/PPNTUd
Game Audio 102: Implementing Audio in Unity by Steve Horowitz & Scott Looney
Video 10 of 26 for Game Audio 102: Implementing Audio in Unity
Game Audio is multidimensional. It is constantly changing perspective and shifting emotional intensity based entirely upon the interactivity of the end u...
interesting! so do you reckon it's underequipped for that reason?
I can't seem to find any way to route it through an audio mixer whatsoever
Yes, I think it's been in neglect because the better ways (newer) are the Reverb Effect on Mixers, added to AudioSources, and controlled through both Mixer and AudioSource.
Don't think you can. Ditch it, is my advice. It's too old and un-modded to be part of the Mixer way of working with Unity's "newer" FMod
I was drawn to it because my use-case is a virtual reality program that requires audio to be as spatialized as possible
for example, a physical object bouncing inside of an echo chamber, while the player is standing outside of it
although at this point i don't think the reverb zone works that way to begin with
Don't think it does, either. Think it's primitive, in the extreme. You can get the effect you want with this: https://docs.unity.cn/2019.3/Documentation/Manual/class-AudioReverbFilter.html
Use that to set values you want on sounds you want, on the Audio Source, try starting with the presets, to find the ranges of values that give you what you want. Then copy those to amalgamated use the SFX version of this on a Mixer to optimise once you have it the way you want, for all sounds in the space.
And use ranging to find out how much of these values you want, and an Animation Legacy component with a curve to range, to adjust values as the listener/player moves closer/further.
I know this seems like a lot of work, but I've been doing this for a while, and it becomes fast and easier to do with time and understanding of it, and highly controllable, to the point where it really gives a wonderful sense of spaces and changing spaces and locations. It's all there, in these two effect reverbs, to do all you would want... just very manual process.
I already have a half-baked custom sound system (for triggering onCollision, drag, and other physics sounds), so I might as well make it full baked I guess
If i can figure out the gist of the effects I want, then I can apply it to AudioSources from my dynamic AudioSource pool as set and dispense them
Yes, also that way. But now that you're into the Mixer's, realise that you have much more power at your fingertips with regards adding effects, and it's relatively cheap in terms of CPU. Set up triggers to swap between states, and then increase/decrease values on range etc. Here's a super primitive example: https://gamedev.stackexchange.com/questions/172105/how-can-i-create-a-reverb-zone-depending-on-audio-source-location-instead-of-the
Is it better to have different audio sources in one gameobject or to change audioclips with code in one audio source
I don't quite get the audio part of unity, documentation doesn't help that much
Docs are definitely dry. You can (and should) change the AudioClip as much as you like. It's a reference swap, so is fast and light, no issues at all. Tested it extensively. You can also update the AudioSource's values from code as fast and frequently as you like, this is also highly performant.
Also check out this VERY important API, as it enables you to set a time in the future to play a clip on a specific AudioSource: https://docs.unity3d.com/ScriptReference/AudioSource.PlayScheduled.html
And if you want to know when it's started playing, you can use this: https://docs.unity3d.com/ScriptReference/AudioClip.PCMReaderCallback.html
Some stuff like PlayOneShot have a soundclip parameter, some like PlayDelayed don't have one, it's kind of confusing
Sorry, I should have been more explicit. Don't use PlayOneShot, ever. Pretend it doesn't exist. It's a nuisance convenience and shouldn't exist. Instead, create a pool of AudioSources with as many as you'll need at the most intense moment in your game. Make a SoundManager (singleton) to hold this pool of AudioSources, and all the AudioClips you'll need in the current level, in some kind of 'table' you can grab them from. Note, I mean sound effects - those short enough to always be in memory, as you'll need to make these decompressOnLoad so they're immediately ready. When you need to play a sound, grab the oldest AudioSource, in an off state, move it to the world location where you'll need to play it, assign the AudioClip you need to it, set values of volume, spatialisation etc as you need, ,and then call Play on this.
If you're using Mixers, you should, upon moving and assigning the clip, set the output to the right Mixer for this sound effect.
👍
does this look broken?
it's the standard logarithmic curve that generates, and it mutes sound... Not quite sure how to build a curve to replace it
i can make a custom one but it's unclean 😦
managed to get something using weighted tangents
are there any easy ways to add a slight crackle over my music to simulate it coming from a radio? i tried audio distortion but it didnt really sound like what i wanted
@thick cargo is right, this is something you'll have to either create yourself in a DAW, or use pre-recorded samples of this kind of noise (as samples imported as soundclips) that you can then blend with the audio you're wanting to "radio-fy".
that last bit was something I kinda figured I would have to do, I think I've got how to do it, so I'll get to it tomorrow, thanks for confirming :)
Pleasure is all mine. Try searching for AM Radio noise, or something like that, to find samples of it. Or maybe try recording a radio misbehaving in between stations to get this kind of noise.
The other thing to do, also in a DAW, to the sound file, is bit crushing. This makes the sound less wide, in terms of frequencies, and mimics the effect of old telephones (mainly) but to our ears, sounds like how we imagine how old radios sound.
just realised another easy way to make it sound like old radio, pinch the audio between a high pass and a low pass filter, so you shave off the high and low end. This will make it sound like how we imagine old radios to sound, too.
just confirming that :
- the ball bouncing in an echo chamber won't work with reverb zones because reverb zones use listener position
- reverb zones return to the listener by passing the unity mixer entirely so you cannot spatialize it's output
- you can control the send to any reverb zone using 'reverb zone mix' .. that control is the send volume
also @maiden silo the way you're talking about adding the Reverb filter to the audio source is the least efficient in terms of DSP and designing audio with those controls .. I suggest you re-consider and use the method @whole pivot is recommending where you add the reverb effect to the mixer channel (group) and route sounds to that group
@maiden silo audio for VR isn't well explained. People tend to over simplify this massively complex topic. Just know that there are spatial audio experts out there doing really high quality work. Depending on your projects scope , reach and expectations around quality you may want to consider handing the audio design over to someone with expertise in that area. I wouldn't say that about game game genres but VR and spatial audio is a) incredibly complex to make sound good b) experts in the field are out there making VR sound awesome.
oh and one last thing about reverb zones .. don't discount them entirely they can be used very effectively in some situations .. I'm using them in a 1st person exploration game with great results .. so in another context they can work fine
Further, there's a doppler effect that can be greatly exaggerated on objects that move around and, whilst a bit cheesy, it's pretty frickin cool!
would anyone know how i could remix this song for my game, or make something simmilar? https://www.youtube.com/watch?v=vqL21GVBSLk
quite fitting, I wonder why haha
drone footage: https://youtu.be/jxqVA8vMLnI
(Ik its from pokemon sword)
Think of what feeling(s) they are trying to invoke, and make something yourself with the goal to invoke the same feeling(s)
That, and make sure you've plugged yourself into the VST port on your Nintendo Switch whilst standing on your left foot and holding your right foot in your left hand. This creates a perfect audio loop, permitting the tunes to flow forth like notes cascading over a waterfall.
haha ok
0:33 sounds like Never gonna give you up
Rick approved this message?
Would anyone have any resources or tutorials on making an **audio dialogue with FMOD **in unity?
@meager storm I hear what you're saying re: hiring an expert, but my long-term needs for sound are so extreme and specific that I have no choice except to build the underlying framework myself. Physics based hit/friction/drag sounds spatialized for VR are just the start; I also plan to make instrument-like voice boxes for my ML-agent creatures (which are the central purpose of the entire project), and eventually I plan to simulate primitive sound dispersion through a dynamic vector field approach (for purely vibrational sounds on a given set of frequency ranges) (which is mainly being done for the benefit of my agents, but I'm interested in also using it to generate sounds for the player)
scalability is also a primary issue over absolute quality given most of my use cases... I'm sure that I'll be consulting/hiring sound experts in the future, but at this stage of development (finalizing a comprehensive template architecture for VR-physics based ml-agent interaction apps) it's too soon
You can't stop Events played with PlayOneShot, they will play until the end. Check out EventInstances in the docs if you need to stop Events.
thanks. i have since learnt a bit 🙂
Feature usually used for dialogue is called programmer sounds/programmer instrument + audio tables. There is some info in the docs: https://www.fmod.com/resources/documentation-studio?version=2.02&page=dialogue-and-localization.html. But if you don't have a lot of lines you can probably just use usual Events with some params.
Thank you for the help and resource
i use this code to play a random song when one ends, but for some reason, the songs cut off halfway through, its not an issue with the file itself because it works fine in the windows music player
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MusicScript : MonoBehaviour
{
public AudioClip[] soundtrack;
bool isPlaying = false;
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.L)) {
isPlaying = !isPlaying;
if (isPlaying) {
PlayNextSong();
}
else {
GetComponent<AudioSource>().Stop();
}
}
}
void PlayNextSong(){
GetComponent<AudioSource>().clip = soundtrack[Random.Range(0,soundtrack.Length)];
GetComponent<AudioSource>().Play();
Invoke("PlayNextSong", GetComponent<AudioSource>().clip.length);
}
}
got it .. thanks for providing more context .. is using native Unity audio a requirement ? It sounds to me like you might be heading into an area ( physics based audio , generative audio ) where external libraries or tools may be required to help accelerate your goals. Also audio middleware tools like FMOD or WWise are in many cases better suited for complex audio design. Hope this info help 🙂 !!
So, i've put some 3d audio in my 2d platformer game, but when i flip the player the audio side flips too, how can i make it don't flip?
Hi peeps, I hope someone can give me some advice on the following topic:
at university we have this ambisonic 21 speaker array and I'm looking for a way to use it in a vr experience where you would position and manipulate sound emitting objects in the virtual space and have realistic 3d audio output to the speaker array. can anyone point me in the right direction? i looked into Resonance Audio but it looks like it only outputs to headphones.. any help would be much appreciated!
wrote a song for a game im planning on making in the distant future!
https://soundcloud.com/wukov/memory-of-a-curse-1
this music plays while the story of the islands curse is told. 1st verse of song tells about the island before the curse, and the 2nd verse describes the curses takeover, with the curse planting monst
My guess: you'd need to do this with custom code, and custom audio access to a custom audio interface. And you'll need someone with experience in timing sound, too.
Hey guys, I have set up an audio queuing system to work with subtitles, and for example, my game has an opening sequence where two people are on the phone. How do I know how much to space out the audio? Like in audacity space it out with dead air?
I dont want it to just sound like one guy is talking directly after the other
I have never encountered , there is a door opening system , the door opens gradually , how to properly screw the sound of the door creaking to it ? Despite the fact that the interaction can stop at any time and also be different in length, that is, the player pulls the door himself.
Use the speed of the door's swing to drive the pitch and volume of a sound (you'll probably need more than one) such that it presents the friction of the hinges and scrapings of the door on the floor at the rate and volume you desire. You'll need "noisy" noises for this. Pitch control is the only means of speed control built into Unity's audio system, sadly, so you'll get too much fluctuation and pitch and need to control this within ranges that make sense to the effect.
Hey Guys. Do you know the proper name for this concept of "Up and Down" sfx?
I need to find more like these
Up-down is three notes. A starting point, one higher, and one lower. https://www.pond5.com/search?kw=three-notes&media=sfx
Hi all. I'm working on 3D sound for a waterfall that I want to sound consistent when the player is within the Min Distance. The volume is consistent within the Min Distance radius, however the sound itself seems to be panning in stereo and some other aspects of the sound seem to be changing when moving the player within the Min Distance radius. Any ideas what is happening/how to fix?
My Audio Listener is parented to the camera and not rotating by the way. Only it's position is changing.
I have a 2 minute audio clip that loops, with 30 seconds of silence at each end. For some reason Unity is trimming the silence from the clip, causing it to be a 1 minute loop instead of a 2 minute loop. Is there a way to keep Unity from trimming my audio clip?
my game starts stutering like crazy when im playing music during my game
Hi I have a problem with FMOD sounds where when I load into a new scene the 3D sounds refuse to play in that new scene, but when I go back to the old scene the 3D sounds it play?
My audio is like, 200-300ms delayed
so the audio only triggers after the event is called 😭
Do you guys know any course to recommend for those who want to learn Game SFX and Music production?
get FL or ableton or something
and try to make sounds
and then try to make music
and then learn what different effects do
and learn EQ and some basic mixing
the best course you will find is just gonna be you fucking around
subtractive sound synthesis is a means of creating sounds via subtraction. Learning this first will probably provide the absolute ideal background for everything that follows in terms of SFX and Music. Kind of like starting programming with C, but better.
I've not watched or even investigated the range of teachings of subtractive synthesis, so can only say that this is the ideal entry point.
Thanks for the suggestions guys. I'll save them on my notes
I'm kinda of a teacher's pet, I like to learn with the big guys first and experimenting after. And I also have very little time to do trial and error so I go for teachers who know the ideal learning pathway.
Besides that, here where I live certificates matter much more than experience. It's dumb I know but you're a nobody here if you have no certification.
Ah i see
I say what i said cause thats how i learn
Jus by messing around
Fair enough everyones different
Do you recommend any specific software?
I use FL personally its what im used to. I think it has a nice work flow
Can make stuff super super fast once u build up some experience
But honestly u can do the same with any DAW
Everything is very flexible and has various pros and cons
I like FLs layout
And how automation works with it etc
FL also has (far and away) the best MIDI (piano) roll editor. It's not even close.
where can i get free music for my game? (does not have to be copyright free, is for my sister) the music should be a bit more relaxed and especially child-friendly (my sister is 7)
please answer i need to finish the game
2 seconds of googling brought me to this site
with a list of sites with music under the creative commons license
of you scroll down a little
does anyone have any idea how to get the audio from the computer and then put it into an audio source in unity?
Custom speaker maps are not supported in Unity engine directly or through any spatializer I am aware of
try sequencing audio in Unity Timeline
https://school.videogameaudio.com/apply/
this is a really well run and highly respected program
It does seem to be a very detailed course. But the price though...
does anyone here have experience working with blending snapshots on the mixer ?
the super old video example https://youtu.be/2nYyws0qJOM?t=319 shows an example using switching but I'm wondering if it's possible to send in distanceToGameObject and have multiple game objects influencing the blend in realtime
Watch on the official Unity learn pages here -
http://unity3d.com/learn/tutorials/modules/beginner/5-pre-order-beta/audiomixer-snapshots
In Unity it's possible to store and recall the state of an AudioMixer including volumes and effect settings using Snapshots. Snapshots can be recalled via script using the TransitionTo or the TransitionToSnaps...
can anyone help me
something with the audio source being in a child object doesnt work . When i put the source in the Wacky object it plays but when its in its child in doesnt want to
@maiden scarab , I know it is two days later; but if you still are having an issue, just make the "source" variable a serialized field and drag the child's audio source component into the variable slot in the inspector.
Okay thanks i will try that
does timescale affect audio? I'm trying to call some PlayOneShot methods in a timescale 0 environment but no audio is playing
No, but it might affect the thing that's calling the method
Had a question, in relation to music. Game music is probably more appropriate here right? I've made something for practice, but since it's more of a inspiration of said game I wasn't sure if it's worth posting.
Anyone here who can help me about some game music ?
I hear of a lot of video game composers switching from Heavier 7 Strings to Shreddage 3 Jupiter/Serpent/Hydra or Prominy V-Metal. Whats up with that?
thoughts on this?
this is short but i made it in 8 minutes lol
Feels like the opening is a bit long unless it's planned for a special prolonged battle such as a boss or something
ah yeah it is a bit long for a battle
if the opening was shortened a little, you might even be able to tie it in with the ending for a loop. Just gotta remember the beginning and end would play back to back so it couldn't be too long
might re use it for a possible boss in the future but ill probably remake another one
For a boss you could maybe keep the opening, shave off the ending and loop through the middle of the song.
Yeah thats a good idea
just remade one thats not made for battle
just as background
Does anyone know how to get audio working on avatars using the current Unity VRChat SDK3? I’m trying to attach it to expressions but apparently the actions layer doesn’t comprehend sound anymore.
I like how it sounds. If you tie the ending to the sounds that start at around 0:16 then you could have a great setup for a repeating background theme
yeah thats a great idea ill do that
I'd say we have ourselves a winner
Let’s go
Hello
i made a script for footstep sounds on my character but when i stop moving the sound still plays and it's like a eerape
Anyone know how you give audio the Playstation 1 effect?
Hey everyone! Where do you guys get audio for your game? Free to use for commercial games
Excuse me, does anyone here know of cheap, simple, but serviceable DAWs that give access to lots of instrumental/orchestral tools and stuff of that manner?
Does anyone know a good free web tool that is good for making 8-bit/chiptune style music?
Nevermind, found one.
i am a music producer/audio engineer if u need a sound made. idm making song free commercial use stuff, as long as it’s a small order 😂
i recommend getting the ableton live trial, get 90 days free on that if u want, and comes with heaps of that stuff
I’ll keep that in mind, and I’ll probably drop in and ask you for something every once in a while, but my project is very much in the works and won’t need sound effects for a bit, but thank you!
That’s very nice of you 
Thanks!
if you need any help with this feel free to message me, i have used Ableton Live for years and get paid for production & mixing on this
Thanks so much!
Howdy! What websites do you recommend for free weapon sounds? (I didn't find enough sounds on Zapsplat, FreeSound and FesliyansStudios)
Does anyone know a good place to get free audio sounds in general that you can use for commercial use
im having an issue with a unit in my game, they play a sound effect, die and the gameobject gets deactivated. after the round ends they respawn and the GO is reenabled, the unit is playing the sound again (which is the problem). i put a breakpoint in my code:
PawnScript.unitAudioSource.clip = ExperienceManager.Instance.BrinkGroanSound;
PawnScript.unitAudioSource.volume = 0.35f;
PawnScript.unitAudioSource.Play();
and this is only ever called the one time when it was supposed to. i also have "play on awake" unchecked on the unit's audio source. any ideas why it's behaving this way?
you won’t get anything good for free
Hey. what sound design software would you recommend for someone who has been a composer , but has NOT been a good game sound designer ever ?
I've always worked on ( don't laught) Cubase. being a music composer, I though sound designers use DAWs for their things
but now I see there are some beast softwares out there only for game sound design!
but,
which one ?
The soft synths for DAWs are best, especially samplers with effects and recordings of anything you want as a beginning point. With waveshaper synths, you can do it all, now, without even starting with foley works.
But there's now thousands of millions of pre-recorded/created sound effect packs you can use as samples, which you can drop into Cubase and sculpt with all the effect plugins, any of the granular "synth" plugins, and envelopes, to anything you want. Saving you learning/using a waveshaper synthesis, and the cost of megadollar microphones to do good foley work.
@whole pivot Thanks. I had not considered those pre recorded sounds as an option, but yeah I think it could actually be a valid step if i can manipulate them to their limits
So, now my question bends into which plugins would you list as a MustHave ?
I don't know what Cubase has in terms of included plugins, but by way of example of how much can be done with the included plugins of Reaper... I've never needed anything else. Ableton Live also seems to have more plugins included, that are significantly better, by all accounts. The biggest trick, stacking samples and changing their volumes and pitch, and sculpting them with amplitude envelopes, gets me almost where I want, before ever using a plugin
Surge is a very powerful free synth, that has a whole area of itself very good at making sound effects. I tried this, for a while, and enjoyed it, but found I was spending way too much time fiddling unnecessarily
To me, much easier to buy a few sound packs, and start mangling and combining them
@whole pivot Thank you very much for your help! ❤
does anyone have any experience in Wwise I am wondering a few things!
youre in the right channel. this is game audio chat, so, yeah shoot 🙂
Hello, i need help. I set the spatial blend to 1 to my audio source but when i move the camera the music sounds disorted
for audio, is there a similar way to make audio fade in like the "Local" thingy for post process where the closer you get to a collider, the more it fades in until you're actually in it? and could you smoothly fade between, let's say, 2 ambience sounds? (like if you're exiting a cave then the sound would fade from a cave sound to like bird chirping)
https://soundcloud.com/tohomoko/investigating-the-tower-inn-hotel
i make vgm and made a theme for investigating in a (fake) detective game :O
"We got a 140 at the Tower Inn, apartment 206, and apparently... no suspects...
Detective, it might be a long night for you..."
Follow me here for more detecti
why my 3D game background music is not working? I already make an audio source game object then drag the music file to the object, pls help, I cannot hear the music, I already check the loop and play on awake
Make sure audio isn't disabled in the game window, at the top right.
no sorry there is nothing provided by unity you have to create that yourself
try setting it to 2D spatial blend 0
dang.. oh well, thanks for the reply
@timid wind try using a unique Unity audio source set to 3D for each sound you want in your example cave then outside birds the audio source will fade in the audio if set to 3D spatial blend 1
does anyone know of any programs that are good for like music making like soundtracks and things
depends on what you mean.
If you want to make music digitally, the base setup would be a DAW + VSTs.
DAW (digital audio workstation) is something like reaper, fruity loops, ableton, LMMS, etc.
VST is a "digital instrument", I use one called VSCO2 orchestra (it's free) for my "cinematic/classical" stuff.
If you just want to start out, and play with things for 100%, LMMS is free, and it comes with some decent VSTs, you can add others from places like freevst.
ableton or fruity loops are much better DAWs IMO (I haven't used reaper so I have no opinion), but I've used LMMS and its "fine" 😛
https://www.youtube.com/watch?v=3qfa9hGJzoY seems like a decent tutorial for LMMS
aight thanks
wait so lmms is a program?
yes
Honestly most modern DAWs all have a similar interface, so the step sequencer and piano rolls are a thing to get used to (ableton has no step sequencer built in, but the piano roll acts as that basically), just so you know that using LMMS is not gonna put you on some weird path that is not useable in more "professional" programs. Kinda like krita is very similar to photoshop and etc.
is their a reason why my music isnt playing?
Do those patterns have data in them? I.e. did you edit them in the piano roll or etc?
If you double click on one of those, it should open it up so that you can put in notes.
it should look like, and then you can click play in the "song editor" on the left there, or in the piano roll to play the current set of notes you put in
ohh
Does anyone happen to use both Rider and FMOD? I'm having an issue where Rider doesn't seem able to find the FMOD namespace, though everything does compile just fine
Hello people, would you know how I'd approach getting an input from the microphone and detecting if the user does a CLAP ? Thank you and sorry if it's in the wrong channel.
where can i found free sound effects for my game? i will upload it to google play so it should be all free. currently freesounds doesnt work idk why but i get error
KennyAssets has a bunch.
anyone got experience integrating audio into unity?
more specifically adding dialogue on queue
For gunshot sounds... Should they be all the same, or have variations to them?
like if i have 5 different gunshot sounds for the same weapon should I alternate between them or use only 1 of them?
🤔
I'm thinking only one but i wonder if any developers add variation to them
https://soundcloud.com/tohomoko/boundless-skies
i made a vgm
The sky's the limit!
Follow me here for more of me: twitter.com/tohomoko
I've just added FMOD to my project and the size is HUGE (400 MB+)
I don't really want to push all of this junk to git
is there a way to make this FMOD plugin smaller?
Not any good one that I know of. Are you mostly trying to avoid server/hosting costs? You could exclude it from GIT entirely and distribute the installation package for your version I suppose.
You can delete the platforms/libs you don't need. No need to have android/tvos/ios/linux/html5 libs in the project if you are not targeting these platforms for example.
or just gitignore all the libs and make the other devs install them manually
Maybe. But do you know if their "wizards" cope well with those pieces missing?
Normally I'd also say you can nuke the bits you don't or won't use, but FMOD in particular has a lot of custom setup/config/update machinery
It MIGHT not care if pieces are missing, but I haven't actually tested that to see, and there's no promise it won't care later either.
Set doppler level to 0
Yes i did that. But i asked that 9 days ago xd
haha sorrry didn't look at the date
VA teaser for Project Valhalla! Staring Krya Jackson and Richard Browning
Is there a way to change the shape of an audio source?
im making Enemy footsteps sound, but when 3 enemy walks at the same time it sounds horrible any idea how i can make it better? ^^
not from audio source no it's always a sphere if set to 3D
you could set it to 2D then play / stop it on trigger enter
you could also setup a more complex solve where the source set to 3D follows the listener around a group of colliders set as triggers
- use a pool of clips that have variations
- choose a random clip but add a method where the last few clips chosen cannot be played again
- randomize the pitch for each clip
- add a cooldown timer to reject play calls that happen within 3 frames of eachother
- use audio source distance based volume curve if set to 3D
Thanks gonna look at it
Time to figure out what the source of all this water pollution is...
Follow me here for more detective work: twitter.com/tohomoko
fake dungeon music
Hey guys, does anyone knows if it's possible to add voice effects to the Vivox Voice Chat? Or somehow feed it to Wwise?
When i go too far away from AudioSource in 2D the sound volume gets loud as if i would be in front of it
And its bugging out
in the video you posted ..
- even though your game looks like it's 2D you should setup your audio source spatial blend to 1 or 3D. This way it will use the roll off for volume. It will start loud when it's closeup then ramp the volume down as the rocket gets further away = set the audio source to 3D
- doppler and spread should be 0
- your game scale matters because you'll want the rocket sound to be heard to trail away from the listener. Audio source min and max distance control how the volume curve works. Try using larger numbers like min 50 and max 500
- you also have a content and design problem to solve here. You are using a very simple audio clip set to loop. This means the sound does not change. I suggest adding more clips and some method to control then like this ...
- holding the rocket makes a lower rumbling looping sound
- release the rocket makes a explosion sound (noLoop)
- rocket flying makes a higher pitch sound set to loop
anyone know a good sfx maker i can download for free?
What are the best settings for audio sources so that they take up the least amount of space as possible? I have three audio sources in my scene for different areas
Anyone here who knows how to play shooting sounds for automatic weapons without exceeding the voice count limit?
PlayOneShot did not work so well because it exceeded the voice count limit, and if i were to loop a one shot sample then it would be noticeable when the sound gets cut off when you replay it
One thing i could try to do is to make the sound fade out quicker and ofc make it shorter, but it would suck if i were to change the fire rate later on, then i’d have to re-edit the sound to make it fit again
one thing i did manage to do was stop the audio source before playing it again, this works perfectly, but one issue though is that whenever you're going in high speeds, the audio starts to stutter. i think this has something to do with my audio sources having 3d sound (even though they follow me all the time)
my question is partially audio partially coding could you somehow save audio mixer value that is set by an slider and can I save it to prefab so when someone restarts the game the audio mixer has the value that i have set before with the slider and you can change the value
Hey everyone, I looked at the pinned messages but I guess I don't really understand the audio settings/not doing it right because my game started lagging after I added the sounds
Hey guys, does anyone knows how to add some effects on Vivox voice chat? Or maybe how to combine Vivox with Wwise?
You might be able to find some online synths that can emulate 8bit era sound effects. Outside of that, you're probably after a DAW with editing capabilities. Try Reaper's evaluation trial
The settings on the audio sources shouldn't impact space (either memory or disk) - the only exception is Priority. Once a voice limit is reached, Unity will play audio sources based on priority. 0 being the highest. If you're struggling with space on memory or disk, check your Audio Clip settings.
https://www.youtube.com/watch?v=uD7y4T4PVk0&t=68s - this should give you what you need (size of game depending)
Saving data is critical for any game. Whether you need to save high scores, preferences, or game state, Unity offers a variety of methods – from PlayerPrefs to serializing data, encrypting it, and writing to a file. In this video, we share some valuable tips on creating data persistence in Unity.
Speaker:
Bronson Zgeb, Senior Content Developer ...