#🔊┃audio

1 messages · Page 14 of 1

mortal nimbus
#

Thanks!

mortal nimbus
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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!

loud rain
#

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?

stuck frost
wheat basalt
pine raft
#

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?

quasi hound
pine raft
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lots of audio sources none playing when this happens

pine raft
quasi hound
#

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

pine raft
#

Audio profiler?

cerulean relic
silent hazel
#

i made a new chiptune song! pls go listen! now!!!!

mortal nimbus
#

@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

humble latch
#

is it ok to have 2 audio sorce in a gameobject?

quasi hound
#

But if your sounds need to have differently configured AudioSource settings, then having two of them makes sense

humble latch
#

yeah thanks for answering, i just referenced both audio clips so it doesnt get confused with get component

wet rover
#

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.

tribal harbor
#

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

wet rover
#

There's two other settings, that can turn off Audio. One is in Project Settings/ Audio / Disable Unity Audio

wet rover
# tribal harbor

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

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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.

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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.

finite vault
#

How do I remove the obvious loop sound or clicking sound?

finite vault
finite vault
tribal harbor
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thanksssss

wet rover
timber pulsar
pallid sparrow
#

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.

finite vault
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idk why my message got deleted for some reason

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i remember saying thx to you

finite vault
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thats just how it works

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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

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or if its a game u making

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then idk why

untold dawn
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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.

tight wing
#

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?

untold dawn
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LMMS is an open source DAW

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it's not the most user friendly, but it does give you what you want

untold dawn
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not yet. i've been looking for a very long time

hazy whale
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Is it that the frequencies are too harsh?

untold dawn
#

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

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i just don't understand audio that much, specifically with my own voice.

hazy whale
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The issue is proximity and reflections

untold dawn
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so record in my closet a good 2 feet away?

hazy whale
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Thats what is making it sound tubby or muddy

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closer than two feet

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about a fist's width

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you'll probably have to turn the preamp down

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then just be near things that dont slap back at you, like bare walls or picture frames

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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

untold dawn
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mmk i'll give it a try tomorrow and see if it helps.

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Thanks!

hazy whale
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Sure thing

swift stream
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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

quasi hound
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It's pretty amazing how its search and listing are basically instant even with tens of thousands of files

swift stream
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thanks

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is there a way to view everything in folders?

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i opened my audio directory with it and its showing everything in one place without much organization

quasi hound
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It has the "folders" window which shows the folders and subfolders that you've configured it to scan from Media Library in preferences

hazy whale
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If not, then I'd recommend what I use for PC, Basehead.

quasi hound
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If you go with Foobar I recommend a waveform seekbar module, really helps with SFX

cunning vortex
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anyone here use Fmod?

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i always see it in alot of games

near finch
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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)

stray moss
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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.

hazy whale
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From there you can manipulate the volume of each buss on the mixer group

golden plinth
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yeah, i use fl studio and i find it very easy to use after a few hours on it

near finch
stuck frost
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FL is paid afaik. A free alternative would be LMMS.

viscid merlin
# near finch Is it free

No but their trial is unlimited so you can use the software indefinitely and see if it's to your liking

abstract wind
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how would i get sounds from youtube into unity

bold salmon
abstract wind
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@bold salmon

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would it be illegal if it was a sound effect?

viscid merlin
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sound effects should be fine they are short

abstract wind
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1min12sec

viscid merlin
bold salmon
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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.

abstract wind
#

ok thanks

mortal nimbus
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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?

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also the strings are kind of glitched, they sometimes cut off :((

abstract wind
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where can i get footstep sound effects?

stuck frost
viscid merlin
fiery tinsel
#

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);
            }
        }

    }```
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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?

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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
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So i guess having the audio source as a child of the gameObject the script is attached to

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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

Unity Learn

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.

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point 4

eager phoenix
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GetComponent gets a component on the current game object. It never gets child objects.

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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

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not a child object

fiery tinsel
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ah

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ok now let me grind my brain how i was supposed to do that 😄

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It's ALOT of stuff to remember

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oh sure

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yea of course

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Add component

feral geyser
#

Hi all. Anyone got the link for WWave? I cant seem to find it..

naive thicket
feral geyser
#

Omg yea that.. no wonder i couldnt find it

feral geyser
#

So apparently wwise is a lot more hands on than i thought. I thought it's just a plugin

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Should i put the wwise project folder inside unity's project too? (Inside project, outside Assets) ?

feral geyser
#

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

quasi hound
feral geyser
#

Yeah, maybe it's not a bad limit
Just comparing stuff for now

feral geyser
#

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?

quasi hound
feral geyser
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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)

quasi hound
#

Learning systems is good and all but usually the best option is the simplest tool that gets the job done

feral geyser
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I need very good environment handling, and many parameterized sounds for example casting sound affected by speed

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The gameplay already plays with a lot of params for every skill/actions

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I've tried the default unity audio and by itself i'd like to avoid all the gamecode scripting

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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

quasi hound
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I'm genuinely curious what kind of stuff Fmod and Wwise do that Unity doesn't

feral geyser
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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

quasi hound
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I know Fmod has procedural audio and tones, which is neat if you're into that

feral geyser
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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

feral geyser
stuck frost
#

Anybody else having issues with FMOD dlls not being loaded in builds?

feral geyser
#

Is it true that i gotta also learn some python to do some stuff in Wwise?

pallid sparrow
#

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

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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.

green roost
midnight stirrup
#

does anyone know where you can get sfx like in this video?

stone hawk
fast beacon
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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

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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

quasi hound
midnight stirrup
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thanks :))

royal dawn
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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?

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nevermind, the issue seemed to be with Vorbis encoding, PCM worked

tight wing
#

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

quasi hound
# tight wing How do I make hotbar switching sounds not annoying? I tried not playing them whe...

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

tight wing
stuck frost
#

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?

eager phoenix
#

And by "void" you probably mean "method"

#

you need to show your code

stuck frost
#

nope, I mean void, should I use method?

eager phoenix
#

that is a method

stuck frost
#

oh, alright 😄

eager phoenix
#

void is what it returns (nothing)

stuck frost
#

ahh got it

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yeah.. been messing with it for some while now.. it works perfectly everywhere

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except if I call it from another script

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for some weird reason

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this doesnt work

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and gives me the weird error

eager phoenix
#

pepperoniSpawner has _audioSource set?

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and its Audio Source has a sound clip set?

stuck frost
#

no pepperoni spawner doesnt have it, I have a gameobject refference to it

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should it have the audio source on it?

eager phoenix
#

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?

stuck frost
#

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

eager phoenix
#

And the error message is still the same?

outer cape
#

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?

lucid willow
#

does audioSource.PlayScheduled() change the clip that's in the audio source, or is it like PlayOneShot() where the clip is not changed?

pallid sparrow
#

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 ?

quasi hound
outer cape
#

who's kenny?

pallid sparrow
mortal nimbus
#

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

eager phoenix
#

Sounds more like MIDI than 8-bit

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good though

fathom rock
#

i made these myself if anyone wants some free sounds lol

modern lantern
#
minor arrow
# fathom rock

HMM ill be taking those if thats alright very good main menu sounds

fathom rock
#

np

daring lagoon
#

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?

silent hazel
stark wing
#

Love it. and you chose a perfect name for it @silent hazel

silent hazel
#

thanks!

mortal nimbus
#

almost finished, not sure how to loop it back tough, but what do you guys think so far?

meager fable
#

It'd probably sound good looped as is?

finite vault
#

is there anyway on how to use speed of sound?

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or sound travel?

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like for example

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1km away from the player

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there is an explosion

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the explosion has a sound

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normally in unity, it would just play the sound immediately,

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is there any way?

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do i make my own script?

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is there an asset for that?

mortal nimbus
celest elm
fathom rock
#

background music for minigame

finite vault
finite vault
turbid slate
meager storm
#

hey just putting a call out to anyone who can help me reproduce a Unity audio feature bug .. takes 10min

floral moss
#

What should i use to make music for a game online

naive thicket
#

Check the pins

modern lantern
silk obsidian
modern lantern
wind forge
#

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!

frail halo
#

but other then that it seems pre good

wind forge
simple wave
#

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?

quasi hound
#

You could make it increase in pitch based on greater speeds if you want to be fancy about it

turbid slate
fathom rock
#

i dont usually make chiptune this was p fun

#

famitracker is cool cause it resembles the NES soundcard

frail halo
stuck frost
#

I've actually started making music not too long ago

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I've so far made a track for my death screen, and am now working on the title

stuck frost
#

I made it using musescore as you can see here, and imported it to FL studio

blissful quarry
#

Does anyone know a way to get a music really quickly, maybe with ai, for free, something usefull for a game jam ?

stuck frost
#

it's not free tho

quasi hound
#

AI solutions aren't quite there yet, and you'd spend more time and effort just configuring that kind of system in all likelihood

stuck frost
#

Hey I'm now finishing off a redesign of the title theme

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I tried to make the third part clearer and better

stuck frost
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This is the new version, it should also loop better now

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wait there's a stray note somewhere here

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Lemma fix that

stuck frost
burnt python
#

very chill

stuck frost
burnt python
#

im trying to visualize it with a title screen in mind

stuck frost
#

Here that is the one I made

burnt python
#

yeah that matches pretty well

#

personally im imagining a camera just slowly floating through clouds because of how much chill there is in it

stuck frost
#

I can make a fog texture you go through onto the screen I shared

tacit trail
#

why cant I drag my mp3 file into the audio clip section?

eager phoenix
#

Did you put it in assets first

tacit trail
#

yes

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well, in a sounds folder in the assets folder

eager phoenix
#

If you click it does it show up as an audio clip in the inspector?

tacit trail
#

why is that?

eager phoenix
#

The file is bad, or some unsupported encoding, or it didn't import correctly

tacit trail
eager phoenix
#

If it opens in an audio editor you could try re-saving it

tacit trail
#

uh, why

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i did not modify it

eager phoenix
#

if the file is bad or wrong encoding

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saving it as a completely new file would probably fix it or change the encoding

tacit trail
eager phoenix
#

Use VLC's convert feature to save it as a new file

fleet jetty
#

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?

frail halo
# stuck frost It's done

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

stuck frost
#

Where should I learn that?

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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

frail halo
# stuck frost 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.

frail halo
stuck frost
frail halo
# stuck frost I'm thinking of getting an Fl Studio Course, I hope it would help my different s...

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

stuck frost
#

Thanks for clearing this out

frail halo
#

np, if u need fl help u can reach me

stuck frost
#

Thanks man

fathom rock
#

more famitracker stuff

stuck frost
#

I like how the music is somewhat "strong" feels nice

fathom rock
#

its just me messin around honestly

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id like to make tim follin tier stuff in famitracker at some point

stuck frost
fathom rock
#

hes prob the best retro videogame composer of all time

stuck frost
fathom rock
#

he made this with the same NES soundcard that famitracker uses

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no idea how

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and he didnt make it with famitracker so it was way less easy

stuck frost
#

and he managed to make something awesome

#

idk how well it would fit to a title theme tho

fathom rock
#

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

#

this is literally only one sound channel

#

has drums, polyphony and filtering

#

wtf hahaha

stuck frost
#

I'll just say it's not very nice to listen to

fathom rock
#

yeahh but back in the day thats the best you could get

stuck frost
#

just really hurts my ears

blissful quarry
#

Guys, for dialogue typing sfx, does everyone play a looping music, or playoneshot a single one multiple times ?

stuck frost
#

I've had a pretty good experience with Fl so far

#

I'll probably buy the full version when I can

stuck frost
#

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

fathom rock
#

elevator music for my game

stuck frost
#

I like this track

stuck frost
#

I've made two versions of the same track. I'm not sure which I'll use (if any) so please help me decide

frail halo
stuck frost
#

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

quasi hound
turbid slate
brisk fjord
#

How do i lower the volume of something in unity

#

?

bold salmon
#

Change the volume property of the AudioSource component.

mortal nimbus
burnt python
#

pretty gud

neat token
#

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

stuck frost
#

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

stuck frost
hearty stag
#

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

near tinsel
#

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?

cerulean relic
undone plank
stuck quail
#

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

▶ Play video
west minnow
#
public class DontDestroy : MonoBehaviour
{
    void Awake()
    {
        DontDestroyOnLoad(this.gameObject);
    }
}
near tinsel
ebon acorn
#

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

primal hound
#

its best if u repeat ti

ebon acorn
#

I want to Play it only after clicking a button

frail halo
autumn fractal
#

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?

burnt python
#

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...

▶ Play video
hallow light
#

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.

regal holly
#

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...

▶ Play video
dreamy hemlock
#

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

stuck frost
#

Hello can i know where i can get people for voice-overs on characters

undone plank
undone plank
#

Thank you! I’m always up for working on new projects! ☺️

pine bison
pine bison
#

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?

rigid blade
#

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.

naive thicket
stuck frost
lunar pewter
#

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

spiral gate
#

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

quasi hound
quasi hound
spiral gate
stuck frost
quasi hound
#

Or perhaps you meant to reply to someone else 😄

stuck frost
stuck frost
quasi hound
#

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

lunar pewter
prime edge
#

excuse me

#

@here

stuck frost
#

Made a death screen theme

near finch
#

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

frail halo
#

u can generate 8bit type sound effects

half wraith
# near finch I just want to add small sound effectsin my game. It is 2d and I don't need it t...

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.

frail halo
#

oops i misunderstood the question

half isle
#

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

stuck frost
#

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

half isle
#

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?

half isle
wide bloom
#

Hey guys, what filters would you use to make audio sound more like it's coming from a cave in unity?

grizzled mauve
stuck frost
#

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

half isle
#

I mean, dynamics is a whole thing even beyond just accents. What tools are you using to write music?

silent hazel
#

i make-a the chiptune-a

#

pls listen? maybe like, comment, and subscribe? yes thatd be good...

wild hull
#

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

fading bobcat
fading bobcat
silent hazel
#

thanks!

stuck frost
half isle
#

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

stuck frost
#

Nice to hear that

wet rover
wide bloom
#

Oh cool didn't know that the reverb sfx had presets

#

I was trying to configure it myself

wide bloom
wet rover
#

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.

wide bloom
#

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

wet rover
#

Reduce the second value, it's the feedback. You need that to be below about .5 if it's building too much.

wide bloom
#

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

wet rover
#

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.

wide bloom
#

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

wet rover
#

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.

wide bloom
#

I think that I will ultimately. Once I know what sound I'm actually going for

wet rover
#

Yes, at very low numbers, it just adds kind of a resonance effect, that's much enhancing of the reverb effect after it.

wide bloom
#

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

wet rover
#

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.

wide bloom
#

Oh the mixer is what I've been using this whole time

wet rover
#

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.

wide bloom
#

I never tried adding effects directly to the source

wet rover
#

Argh, ok. No worries, you're on the right track! Pun!!!

wide bloom
#

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

wet rover
#

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.

wide bloom
#

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

manic cliff
#

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

jaunty birch
#

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?

stuck frost
#

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.

stuck frost
#

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

maiden silo
#

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?

meager storm
stuck frost
#

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!

reef moss
#

am i allowed to sell music

naive thicket
#

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.

reef moss
#

ahh okay thanks

feral geyser
#

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

lunar pewter
#

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

vestal quail
#

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 😬

wet rover
vestal quail
naive thicket
#

!warn 588426769003053075 Take it down a notch with trolling channels across the server.

karmic boneBOT
#

dynoSuccess d3eds#9833 has been warned.

wet rover
naive thicket
wet rover
#

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.

vestal quail
wet rover
#

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"

naive thicket
#

Ah, now I see, it's a selection picker.

wet rover
# vestal quail This was the window I was looking for an option to play/auto play within. You ca...

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.

vestal quail
naive thicket
#

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.

wet rover
vestal quail
#

Thanks both for the help. Sorry for your suffering @wet rover !

wet rover
# naive thicket I did not know those can play sounds in preview 😂 . Nice. You could also start ...

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.

wet rover
# vestal quail Thanks both for the help. Sorry for your suffering <@!588426769003053075> !

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.

vestal quail
wet rover
wet rover
naive thicket
#

You should stop pinging me now if you don't want to add to that one.

wet rover
naive thicket
#

!ban save 588426769003053075 Ignoring warnings. Spam.

karmic boneBOT
#

dynoSuccess d3eds#9833 was banned

silent hazel
lucid sage
#

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

regal jasper
#

anyone know of a good website/resources for free sound effects?

regal jasper
#

thanks Ill check it out

near finch
#

"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);
    }
lucid sage
#

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();
    }
near finch
near finch
old sun
#

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?

old sun
#

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

thorny grotto
#

hello, any idea how to implement tank shell pass by sound?

lucid sage
thorny grotto
thorny grotto
#

Any experienced sound designer/creator here? 🙂

meager storm
meager storm
old sun
# meager storm not sure what the scope of work is for you but have a look at audio middleware t...

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

meager storm
#

Spatial and Oclusion are really sophisticated concepts to implement well for any audio designer

old sun
meager storm
#

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.

old sun
meager storm
#

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

old sun
old sun
meager storm
#

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

old sun
# meager storm my tip with Occlusion is that you doing have to cast every frame for everything ...

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

wispy matrix
#

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

fringe charm
#

Can someone recommend a solution for text to speech, which works in the editor (windows) and in a webgl built?

silent hazel
frigid cipher
#

Which audio library do you recommend for free sound effects?

ember basin
#

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?

shadow mountain
#

@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...

▶ Play video
#

hope this helps 🙂

undone plank
stuck frost
#

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

pulsar crow
#

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!

chilly obsidian
#

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

deep lintel
naive thicket
#

@manic cliff There's no off-topic media

manic cliff
#

Ok ok

silent hazel
#

and i just uploaded another one!!!!

#

more vgm-esque chiptunes/fakebit stuffs

chilly obsidian
#

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.

foggy wave
#

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?

pulsar crow
#

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

winter vapor
#

I'm making a huge open world game. How do I load in audio when I need it without causing a lag spike?

raven heart
#

anyone know why my audio is importing like this instead of a waveform

whole pivot
# pulsar crow Honestly I’d say using Wwise or FMOD is a better option. I don’t know much about...

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.

whole pivot
# foggy wave I'm trying to make a rhythm based videogame with the less input lag I can, shoul...

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.

foggy wave
#

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.

whole pivot
#

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.

foggy wave
#

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.

whole pivot
# foggy wave Oh, that's pretty interesting then. I migh try both solutions and choose the one...

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.

foggy wave
foggy wave
whole pivot
#

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).

foggy wave
#

Hmmm, I played some of them and tbh, I didn't understand anything cause it felt pretty decent. 🤔

whole pivot
foggy wave
#

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.

whole pivot
#

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.

whole pivot
# foggy wave I agree with that but after all it's playable ig. What I want is a game that is ...

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.

foggy wave
foggy wave
foggy wave
whole pivot
foggy wave
#

And it's something I gotta solve, definitely.

whole pivot
#

The problem of latency is the round trip of INPUT and Processing (by you and your code).

foggy wave
#

Don't know if that's true though.

whole pivot
# foggy wave I've read that it caused a lack of quality in the audio in mobile devices.

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.

foggy wave
whole pivot
#

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.

foggy wave
#

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.

whole pivot
# foggy wave I see, I'll focus on reducing the input response. I don't know how but I think I...

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).

foggy wave
#

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?

whole pivot
foggy wave
#

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

whole pivot
#

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.

foggy wave
#

Oh, I meant PC using KB+M / Controller

whole pivot
#

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.

whole pivot
# foggy wave Oh, I meant PC using KB+M / Controller

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.

foggy wave
#

I see, I think it's worth a try asking DOFAI devs how they handled it

#

Thank you very much for the help!

whole pivot
whole pivot
# foggy wave Thank you very much for the help!

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.

foggy wave
#

I don't think it's bad news, it's only a challenge!

whole pivot
foggy wave
#

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.

whole pivot
#

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!

foggy wave
#

Np, hope you enjoy it! :)

foggy wave
#

@whole pivot I've been thinking and making my own Input and Audio Library has to be the best solution!

whole pivot
#

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.

foggy wave
#

Using Unity and a custom Input and Audio should be fine

whole pivot
#

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

foggy wave
#

Go PM since we're starting to be off topic ig

storm folio
#

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;
    }

}
eager phoenix
#

You're trying to play a sound that's not in the array

storm folio
maiden silo
#

does anyone know why the in editor preview of sounds might be choppy and slow?

maiden silo
#

turned out to be DSP setting

eager phoenix
stuck frost
#

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

outer rune
#

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.

obtuse reef
#

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; }
        }
native geode
#

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

whole pivot
# stuck frost how would i make an audio speed up it's tempo without the pitch going up?

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.

wanton echo
#

Hey, is there any way to continuously play the same song through multiple scenes?

whole pivot
# wanton echo 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

wanton echo
#

Thank you!

whole pivot
silent hazel
ornate niche
#

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?

whole pivot
whole pivot
vapid dust
#

Hi, anyone knows how to monitor events being played like Unity log? need to see some rogue events

#

Sorry, in FMOD

wide prism
#

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

onyx forum
jovial maple
brazen jewel
#

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

frigid venture
#

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?

whole pivot
frigid venture
jovial maple
bitter sigil
#

yo

#

how do i add

#

footstep sounds

#

to my character

#

ive tried everything it doesnt seem to be working

bold salmon
#

Use animation events on the animation at the point where the foot hits the ground. Call a function which plays the sound.

bitter sigil
#

I am confused

#

Bcuz my model isn't actually the model with animation

#

It's paired differenrtly

near finch
#

How can I make the volume of certain clips sound louder and others quieter?

maiden silo
#

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)...

maiden silo
#

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

maiden silo
#

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...

whole pivot
maiden silo
#

@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

whole pivot
#

reading up on them now.... gimme a minute... or three....

maiden silo
#

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?)

whole pivot
#

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.

whole pivot
# maiden silo I think it might be an under-equipped feature (maybe due to newness?)

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...

▶ Play video
maiden silo
#

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

whole pivot
#

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.

whole pivot
maiden silo
#

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

whole pivot
#

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.

maiden silo
#

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

whole pivot
#

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

wise bane
#

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

whole pivot
whole pivot
wise bane
#

Some stuff like PlayOneShot have a soundclip parameter, some like PlayDelayed don't have one, it's kind of confusing

whole pivot
# wise bane Some stuff like PlayOneShot have a soundclip parameter, some like PlayDelayed do...

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.

wise bane
#

👍

maiden silo
#

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

brave stump
#

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
#

in unity?

#

make it on a daw

#

perhaps

whole pivot
brave stump
#

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 :)

whole pivot
#

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.

whole pivot
meager storm
#

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

whole pivot
#

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!

errant plover
#

(Ik its from pokemon sword)

warped ice
whole pivot
green bane
whole pivot
#

Rick approved this message?

tender radish
#

Would anyone have any resources or tutorials on making an **audio dialogue with FMOD **in unity?

maiden silo
#

@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

green roost
#

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.

cyan glen
#

thanks. i have since learnt a bit 🙂

green roost
tender radish
brave stump
#

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);
    }
}
meager storm
# maiden silo scalability is also a primary issue over absolute quality given most of my use c...

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 🙂 !!

tiny onyx
#

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?

gleaming topaz
#

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!

hollow ledge
whole pivot
stuck frost
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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?

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I dont want it to just sound like one guy is talking directly after the other

proper yarrow
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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.

whole pivot
# proper yarrow I have never encountered , there is a door opening system , the door opens gradu...

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.

stuck frost
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Hey Guys. Do you know the proper name for this concept of "Up and Down" sfx?

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I need to find more like these

whole pivot
granite atlas
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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?

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My Audio Listener is parented to the camera and not rotating by the way. Only it's position is changing.

barren salmon
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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?

glass cliff
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my game starts stutering like crazy when im playing music during my game

ebon zephyr
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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?

ember oxide
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My audio is like, 200-300ms delayed

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so the audio only triggers after the event is called 😭

ember oxide
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now i cant hear anything

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perfect

stuck frost
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Do you guys know any course to recommend for those who want to learn Game SFX and Music production?

undone kettle
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get FL or ableton or something

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and try to make sounds

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and then try to make music

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and then learn what different effects do

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and learn EQ and some basic mixing

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the best course you will find is just gonna be you fucking around

whole pivot
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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.

stuck frost
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Thanks for the suggestions guys. I'll save them on my notes

stuck frost
# undone kettle get FL or ableton or something

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.

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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.

undone kettle
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Ah i see

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I say what i said cause thats how i learn

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Jus by messing around

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Fair enough everyones different

stuck frost
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Do you recommend any specific software?

undone kettle
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I use FL personally its what im used to. I think it has a nice work flow

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Can make stuff super super fast once u build up some experience

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But honestly u can do the same with any DAW

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Everything is very flexible and has various pros and cons

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I like FLs layout

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And how automation works with it etc

whole pivot
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FL also has (far and away) the best MIDI (piano) roll editor. It's not even close.

undone kettle
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Ya

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I also really like FLs mixer

wet horizon
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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)

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please answer i need to finish the game

undone kettle
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2 seconds of googling brought me to this site

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with a list of sites with music under the creative commons license

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of you scroll down a little

gentle pond
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does anyone have any idea how to get the audio from the computer and then put it into an audio source in unity?

meager storm
meager storm
meager storm
stuck frost
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It does seem to be a very detailed course. But the price though...

meager storm
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does anyone here have experience working with blending snapshots on the mixer ?

meager storm
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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...

▶ Play video
maiden scarab
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can anyone help me

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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

stuck frost
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@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.

maiden scarab
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Okay thanks i will try that

gloomy pewter
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Little song i made

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for my game

low arch
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does timescale affect audio? I'm trying to call some PlayOneShot methods in a timescale 0 environment but no audio is playing

eager phoenix
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No, but it might affect the thing that's calling the method

late cedar
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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.

undone kettle
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just post it bro

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dont ask if you can ask

stuck frost
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Anyone here who can help me about some game music ?

undone kettle
vague mountain
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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?

cedar bronze
smoky geyser
proven garden
cedar bronze
proven garden
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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

cedar bronze
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might re use it for a possible boss in the future but ill probably remake another one

proven garden
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For a boss you could maybe keep the opening, shave off the ending and loop through the middle of the song.

cedar bronze
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just remade one thats not made for battle

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just as background

proven garden
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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.

proven garden
# cedar bronze

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

cedar bronze
proven garden
cedar bronze
undone kettle
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for my game eventually

fair apex
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my cousin made this for my gfame

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😎

stuck frost
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Hello

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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

left saddle
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Anyone know how you give audio the Playstation 1 effect?

real drift
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Hey everyone! Where do you guys get audio for your game? Free to use for commercial games

native cedar
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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?

sage rain
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Does anyone know a good free web tool that is good for making 8-bit/chiptune style music?

sage rain
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Nevermind, found one.

knotty nexus
knotty nexus
sage rain
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That’s very nice of you happy

knotty nexus
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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

native cedar
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Thanks so much!

sudden harbor
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Howdy! What websites do you recommend for free weapon sounds? (I didn't find enough sounds on Zapsplat, FreeSound and FesliyansStudios)

stuck frost
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Does anyone know a good place to get free audio sounds in general that you can use for commercial use

wet mist
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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?

knotty nexus
crimson stag
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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 ?

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I've always worked on ( don't laught) Cubase. being a music composer, I though sound designers use DAWs for their things

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but now I see there are some beast softwares out there only for game sound design!

but,
which one ?

whole pivot
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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.

crimson stag
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@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

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So, now my question bends into which plugins would you list as a MustHave ?

whole pivot
# crimson stag 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

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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

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To me, much easier to buy a few sound packs, and start mangling and combining them

crimson stag
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@whole pivot Thank you very much for your help! ❤

stuck frost
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does anyone have any experience in Wwise I am wondering a few things!

crimson stag
stuck frost
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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

timid wind
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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)

silent hazel
wheat sigil
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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

bold salmon
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Make sure audio isn't disabled in the game window, at the top right.

meager storm
meager storm
timid wind
meager storm
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@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

compact ginkgo
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does anyone know of any programs that are good for like music making like soundtracks and things

chilly obsidian
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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.

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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" 😛

compact ginkgo
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aight thanks

chilly obsidian
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yes

compact ginkgo
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i realised

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i’m just downloading it now

chilly obsidian
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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.

compact ginkgo
chilly obsidian
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If you double click on one of those, it should open it up so that you can put in notes.

chilly obsidian
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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

compact ginkgo
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ohh

long grove
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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

plucky sun
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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.

teal pike
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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

bold salmon
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KennyAssets has a bunch.

stuck frost
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anyone got experience integrating audio into unity?

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more specifically adding dialogue on queue

swift stream
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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

silent hazel
slender jackal
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I've just added FMOD to my project and the size is HUGE (400 MB+)

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I don't really want to push all of this junk to git

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is there a way to make this FMOD plugin smaller?

long grove
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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.

green roost
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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.

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or just gitignore all the libs and make the other devs install them manually

long grove
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Maybe. But do you know if their "wizards" cope well with those pieces missing?

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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

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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.

stuck frost
static sable
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haha sorrry didn't look at the date

fierce zealot
obsidian harness
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Is there a way to change the shape of an audio source?

past flame
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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? ^^

meager storm
meager storm
silent hazel
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fake dungeon music

outer hazel
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Hey guys, does anyone knows if it's possible to add voice effects to the Vivox Voice Chat? Or somehow feed it to Wwise?

hearty token
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When i go too far away from AudioSource in 2D the sound volume gets loud as if i would be in front of it

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And its bugging out

meager storm
# hearty token When i go too far away from AudioSource in 2D the sound volume gets loud as if i...

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
thin stag
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anyone know a good sfx maker i can download for free?

obsidian harness
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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

timid wind
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Anyone here who knows how to play shooting sounds for automatic weapons without exceeding the voice count limit?

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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

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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

timid wind
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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)

torn sage
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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

devout sail
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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

outer hazel
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Hey guys, does anyone knows how to add some effects on Vivox voice chat? Or maybe how to combine Vivox with Wwise?

half wraith
half wraith
half wraith
# torn sage my question is partially audio partially coding could you somehow save audio mix...

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 ...

▶ Play video