Search the Community

Showing results for tags 'audio'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 187 results

  1. Hi my name is Jack Odell, I compose and produce music for video games. My style leans quite heavily on electronic, I love synthesisers and try to make most of my sounds from scratch with them. In addition to electronic music, I'm a retro RPG guy at heart and Nobuo Uematsu and Yasunori Mitsuda have been huge influences on my work and I enjoy making all kinds of genre of music. Projects I've Worked On PONCHO Here's a trailer for a project I'm currently working on called PONCHO. https://www.youtube.com/watch?v=n-uBKKFXikU You can listen to a few more tracks from PONCHO here: https://soundcloud.com/saltyjack/sets/p-o-n-c-h-o-ep Other Work Bubble: Journey to the End of the World ‘Bubble’ is a little arcade game for iOS https://soundcloud.com/saltyjack/sets/bubble-journey-to-the-end-of BERMUDA ‘BERMUDA’ is a weekend project I helped out on for Ludum Dare 2013 https://soundcloud.com/saltyjack/sets/bermuda A Brilliant Blue ‘A Brilliant Blue’ is a student short film I scored in 2014 https://www.youtube.com/watch?v=ahUQl8FZMEo&feature=youtu.be And here's an extended audio version of the film, with narration: https://soundcloud.com/saltyjack/a-brilliant-blue-audio-verison If you'd like to get in contact with me, you can message me here or shoot me a message on my Twitter or email.
  2. Hi, I'm new to Phaser and really like what I've seen so far. I'm using version 2.3.0 for testing out some ideas and noticed there might be an issue with the sound handling. On your demo page: http://phaser.io/examples/v2/audio/restart-sound If I click the screen multiple times, the audio is not stopped and started again. Instead, it launches more than one instance of the sound playing so I end up hearing a mix of all the previous sounds. However, if I set the version to 2.2.2 in the demo page, things seem to work just fine with multiple clicking. The sound is stopped and restarted and I hear only one instance playing. Is this a bug? Thanks, - Tim
  3. Hello, I am developing an Asset Manager editor for Eclipse and I need a better understanding of how the audio sprites work. My doubt is about the JSON format of the audio sprite. In the Phaser doc it says: "Audio Sprites are a combination of audio files and a JSON configuration. The JSON follows the format of that created by https://github.com/tonistiigi/audiosprite" This is the example (of the audio sprite JSON) there is in that github repo overview: { "resources": [ "mygameaudio.caf", "mygameaudio.ac3", "mygameaudio.mp3", "mygameaudio.m4a", "mygameaudio.ogg" ], "spritemap": { "bg_loop": { "start": 0, "end": 3.75, "loop": true }, "click": { "start": 5, "end": 5.3, "loop": false } }, "autoplay": "bg_loop"}Note there is a "resource" section where are listed the audio files of the same "sound", but with different format. Now, if you see the "audiosprite" method of Phaser, it requires to pass the "urls" of the sounds files. So for me this is redundant. I see in the Loader code that it always load the audio files given in the "urls" parameter. I think what happen is that Phaser ignores the "resources" section of the JSON. Is it true? Maybe it is better to read the "urls" from the JSON too, but well, for now I just need to someone to confirm the "resources" section of the JSON is ignored. Thanks in advance
  4. My name is Daphna and I am the founder of Sweet Beats. We are a group of Los Angeles based audio professionals offering a high end sound production. In order to give game developers the BEST music service we have composed a quick survey. Take a minute of your day to enter an iPad prize drawing by answering this survey: http://goo.gl/forms/3oUGvvkXoA We would love to get some feedback and questions! Check out a few of our website: http://sweetbeats.co/ you can contact me directly at: daphna@sweetbeats.co or call us: 1-302-213-8036
  5. My name is Daphna and I am the founder of Sweet Beats. We are a group of Los Angeles based audio professionals offering a high end sound production for games. We created an online platform that allows you to start a new music production in a few easy steps, once the production is submitted your producer will assign the right composer to your specific production - we match a composer that fits the type of music you are looking for. You can track the progress of your production and contact your private producer at any time, from anywhere in the world, using our web-based, user friendly dashboard. Get an original music production for you game at $299! we never re-use tracks across productions, every production is unique! Check out our website: http://sweetbeats.co We would love to get some feedback and questions! you can contact me directly at: daphna@sweetbeats.co or call us: 1-302-213-8036
  6. BideoWego

    Affordable Audio Assets

    Affordable Audio Assets http://affordableaudioassets.com/ A new eCommerce store dedicated to sound effects, loops, logo music, level music, and theme music for your games! Become a member! http://affordableaudioassets.com/register/ Check out the shop! And listen to our audio! http://affordableaudioassets.com/shop/ We have single tracks, http://affordableaudioassets.com/product-category/singles/ ...audio snippets, http://affordableaudioassets.com/product-category/snippets/ ...and sound effects! http://affordableaudioassets.com/product-category/sound-effects/ We are also giving away free sound effects! http://affordableaudioassets.com/shop/?min_price=0&max_price=0 Thank you,Affordable Audio Assets
  7. BrokenSkyDev

    Several Issues

    I am generally quite new to Phaser and Javascript as a whole and have some issues i need clarifying. Issue 1: Audio in my game, my Ship sound is created and started like this in the create function. shipsound = this.game.add.audio('shipsound');shipsound.play(); and should be stopped when the player collides with the finish. nextLevel: function() { shipsound.stop(); powerupCollision = false; powerdownCollision = false; this.game.state.start("MainMenu"); }, But it does not stop and carrys on through to the next state, thoughts? Issue 2: I am currently using multiple states for levels, my first level works fine, not sure if its worth mentioning but i am currently applying velocity to my player in all states in the update function. update: function () { //Player velocity player.body.velocity.x = 250; When loading into my second state where the player should start at - player = new Player(this.game, 20,50); With debug the player starts at around 1461 x position, I have no idea what is causing this issue or how to fix it. If anyone can help in any way it would be appreciated, Thank You!
  8. Android Browser reports it is using Web Audio with isUsingWebAudio and that it has 32 channels. My music loop plays fine but I am using MediaElement.js to play speech over the top. This works fine on iOS 6+ and Desktop but the music cuts out on Android Browser. Is there any way around this? Thanks
  9. Successful candidate will demonstrate speed, quality and ability to negotiable reasonable fees. Great character and solid work experience are both a must. Work experience and skills to be demonstrated with examples of work. No playable samples, no interview! 1. About us FuseHive Interactive Media (FHIM) is a young and dynamic company specializing primarily in providing quality audio services such as music production, sound effect design and audio engineering to our clients. Our focus until now were video games (slot, casual games and mobile apps) with over 500 produced for the past few years! FHIM is currently expanding to other areas of entertainment industry, as well as development of our own products. To achieve this, we are looking for talented artists that wouldn’t be just “making a transaction” with us, but rather develop a lasting relationship and grow together with FHIM. If this sounds like you, please find the position requirements and benefits below: 2. Profile 2.1. Skills and ExperienceMust have experience working on film / TV series and (or) video games; Previous experience composing for slot games considered a big advantage; Ability to produce all major genres of popular music (pop, rock, electronica, funk, jazz, etc.); Ability to understand and compose World Music (Native American, Middle and Far East, African music, etc.); Experience composing music for children will be highly valuable; Solid knowledge of different eras in music - 50s, 60s, 70s, 80s; Ability to do orchestrations and any experience in this area will be considered a massive bonus; Basic piano skills are a must, guitar and other instruments - bonus; Solid knowledge in music theory and harmonization is a must; At least 2 years of paid experience (employment or active freelancing) as a composer / arranger. 2.2. Technical Requirements Must own at least a home studio on a decent quality level (Mac environment preferable), a reasonable number of high quality instrument plugins and samples; Ability to do high quality recording, mixing and mastering is an advantage; Workstation equipped with Apple Logic, Waves and Native Instrument bundles is a massive plus!; Skype ID, bank account / PayPal and active email address. 2.3. Other Passionate for video games, movies and cartoons; Motivated, ambitious and able to work independently, as well as part of a team; Solid understanding of product development and publishing process; Creative with visual approach to projects in discussion with the team; Able to communicate professionally and respectful of other team members; Punctual with sense of urgency + committed to meeting all deadlines. 3. Why Join FUSEHIVE 3.1. BenefitsOpportunity to work with veterans of the industry; Negotiable compensation; Flexible working hours and negotiable project deadlines; Opportunity for a permanent position. If this still sounds like you, please send your CV with links to your work and a short bio to the email form the signature below. Please do not contact us in regards to this application after submitting the CV and portfolio. We will email only short-listed candidates to arrange the interview. Application Deadline: Friday 15 May 2015. We look forward to hearing from you! FUSEHIVE Team. musicjob@fusehive.com
  10. Who am I? Nate Combs! Where can you find my portfolio? Nate Combs Media Website How can you contact me? There are forms on my site, or you can email me directly at natecombsmedia@gmail.com Thanks for taking the time to check out my portfolios on my site or my fan-base on YouTube. There isn't much I love more than scoring a great game and working with an inspired team. I do a wide variety of unique styles, and I'm particularly crazy about RPGs, adventure games, action games, platformers, etc. As a full-time composer with a master's degree in game scoring, you can be sure that I'll give you the highest quality work your game needs, and I have a reputation for quick turnaround times on top of that quality. Some recent reviews include: Holy crap man, that was fast! It's perfect, I love it.​ This music fits perfectly with the theme I wanted. I'm excited. This music adds a new level of depth to my game. I was amazed how fast the song was made and how professional it sounded. Exactly what I wanted. (Facility) Of course [fans] love the music…it was like an unstoppable blast of pure mid 90's carnage. (Hoverchase) -Alan, Game Developer, AlanPlease (FL, United States) Nate has repeatedly gone above and beyond all of my expectations in both quality and service. Just by giving him a theme or a simple tune, Nate Combs has composed for me five different songs [or scores]. My current projects are nothing without his music, and that's why I plan on hiring him for all of my musical and audio related needs. I highly recommend him to anyone who requires custom audio and music for their projects. (Floppy Box) -Jeremy, Ikinine (OH, United States) So, shoot me an email. I'd love to find out about your needs and talk about scoring your next game! Other relevant information: What are your rates? Rates are a bit dependent on the project. I typically charge per finished minute [pfm] of music composed. Send me your budget information and stylistic preferences, and I'll help you to come up with a good, fair quote. Are you a good communicator? Yes! It's one of the highest non-musical praises I get in my reviews. So, if you have any questions, even if they are regarding other areas of your creative mind, send me an email. I keep it linked to my phone and can respond usually within a few hours. What services does a composer offer? Nowadays, pretty much everything. From conception to completion (with the recommendation of outsourcing the final mastering of any audio), we have to be ready to do it all. I am very skilled at writing, arranging, orchestrating, recording, editing, and mixing music. Thousands of dollars of high tech gear—like music's version of Maya, Unity, Unreal, Wwise, etc.—help make everything you hear absolutely stunning. I even play several instruments and know tons of professional singers and live instrumentalists, so extra life can be added to your score through the utilization of these talents. Thanks again for your consideration, Nate Combs
  11. efusien

    Loading audio crashes IOS 8

    Hi, I'm working with Phaser 2.2.1 In the preloader state I preload 150 mp3 files. Total of 12Mb. It's quite big. game.load.audio("mySound", "mySound.mp3");On IOS8 the page loads all the sounds, but after a quick delay the page breaks and refresh itself. Is there a limitation on IOS8? Maybe a better way should be to lazy load my audio files and then unload them? Is it possible to unload audio file from memory?
  12. I would like to present a game-music ressource site I created 6 years ago: www.IndieGameMusic.com It is a free service for musicians to offer their music to game-developers. Game-developers has detailed search options available, shortening down the search time needed to find the music he needs. Music is available from many different artists, in many different filetypes, different prices etc. There's bound to be a track you like for your game. :-) One of the primary reasons for creating IndieGameMusic.com, was my personal preference regarding game-music: I feel the MOD and XM formats should be used when possible. And looking around, all I could find was mp3/ogg sound libraries. At the time, I also had a bunch of MIDI tracks I'd made, optimized for the JavaME platform for my fellow JavaME developers, so it made sense to me to make a site where all kinds of formats could be found. I'm posting here on this forum after stumbling across this post about using MOD/XM files for HTML5 games. I would love to see those formats used more. As a geeky musician, I'm much more into creating (relative) small XM files than big mp3 files. I also like trying to create the same track in many different formats, e.g. for game-developers who's targetting different platforms. Example track "Moments" available in many different formats. Example track "Moments" in a "building block" version. I hope you will find the site useful. Good luck with your games!
  13. Like all other games I have music and sound effects. However, right now I only have one volume control which changes the game.sound.volume, of course impacting all sounds. I would like to divide this into one volume control for the music and one for the sound effects. Does anyone know if this is built into Phaser somewhere? Or should I keep track of what audio objects that are music and which ones are sound effects? Is it possible to have two sound managers, one for music and one for sfx and would that even be appropriate? I'm happy for your input on the matter
  14. Are the games you produce compatible with all modern phones, tablets, and PCs? Do sponsors look for this, and if not, what are the devices they are mainly concerned with?
  15. Hi, On an audio file, is there a way to fire the event Loader.onFileComplete only when the file is decoded ? Phaser states logic is based on preload and create functions. When preload is endend we call the create function. But sounds are not always decoded. Is there a way to upgrade this behavior? I would like to start the create function only when sounds are fully decoded. Please note I don't need a specific flag on my side to wait until my sounds are decoded. I need a Phaser logic here. I guess a new parameter in the Loader.audio function could do the job: game.add.audio(key, urls, autoDecode, fireFileCompleteEventOnDecoded)
  16. kbmonkey

    Support for tracked module formats

    Hello, I make my game music in Milkytracker. Tracked music has always been the mainstay for games, with it's 8-bit sound and extremely tiny file size, who can argue. I was wondering what support there is for playing module formats in JavaScript, and experiences anybody has had with these? So far this is what I have found: Chiptune.js - A port based on the libxmp C library. The JavaScript wrapper make it easy to use.The results sound pleasing enough, if unfiltered via post-processing.Supports most module formats.Playback seems best in Chrome based browsers, where Firefox based ones sound more jagged. Then again the Web Audio API only reached the Mozilla base 3 months ago, so fixes Some noise artifacts are present in playback.Also playback stutters when switching away from the tab or minimizing the window (not a major issue if one pauses playback along with the game).Stereo playback needs to be implemented.JSModPlayer - A Javascript .MOD music player. Uses the The Mozilla Audio Data API, which is now is deprecated. mod.haxor.fi - amiga protracker module player for web audio api. Protracker .MOD support only (unsubstantiated) FlodJS - JavaScript Amiga Tracker Player (SoundTracker, ProTracker and lots more formats). Can't seem to get this working, perhaps an oversight on my part. Any experience with these or other players and provide insight? Thanks
  17. adireddy

    Externs of Buzz for Haxe

    Externs of Buzz for Haxe - A Javascript HTML5 Audio library. GitHub Repo Demo Installation: haxelib install buzzPost any haxe buzz samples, demos, tutorials, etc here.
  18. adireddy

    Externs of Howler.js for Haxe

    Externs of Howler.js for Haxe - Modern Web Audio Javascript Library. GitHub Repo Demo Installation: haxelib install howlerjsPost any howler.js samples, demos, tutorials, etc here.
  19. Hey guys. This is Timothy McHugh here from Sonniss. Hope your day(s) are going well. I just thought I would write a quick post to let you all know that we are having HUGE sound effect sale at the moment that I thought a few of you in here may be interested in... You can find exclusive deals from the likes of; Chuck Russom FX, RDGSoundFX, 3maze, Beautiful Noise, C.A. Sound, Inc, Carl Malherbe, Detunized, Eiravaein Works, Josh Reinhardt, Giorgio Riolo, Glitchedtones, KDSound, Alexander Kopeikin and many more. Various discounts ranging from 10% to 50% off all libraries. Check it out over at: Sonniss.com Timothy.
  20. _P4-hZ-A8ZRW4OpmqIwkpr7-U9

    Cannot play Phaser.Sound instances more than once

    Whenever calling the .play() method of a Phaser.Sound instance I'm getting the following warning in my console: Phaser.Loader fileComplete invalid index 48. I'm loading two files per instance: OGG and MP3. Also, the sound will only play once and can't be looped or played again. How can I fix that?
  21. tvance929

    Audio starts after stage has changed

    So I am starting a loop at the beginning of the game... IF I click the NEW GAME text before the loop starts... then my loop starts on the next stage. Ive tried rearranging when the music gets started as opposed to the text mouse events but no go ... *** I CAN OVERCOME this by checking for the loop to be playing in the next stages UPDATE function and stopping it in there... but it just feels like I am doing something wrong....? http://toddvance.com/phaser/flappyBird/ <-- commented out the fix so you can see ... click 'Start Game' quickly to see what is happening. IF YOU WAIT for the music to start and THEN move on (start game OR high scores) the music stops appropriately. preload: function () { game.load.audio('loopGameStart', ['assets/GameStart.mp3', 'assets/GameStart.ogg']); game.load.image('logo', 'assets/BigBird.png'); }, create: function () { this.music = game.add.audio('loopGameStart', 1, true); this.music.play('', 0, 1, true); this.game.add.tween(logo.scale).to({ x: 1, y: 1 }, 2000, Phaser.Easing.Bounce.Out, true); this.mainMenuStart = this.game.add.text(game.world.centerX, game.world.centerY + 100, "Start Game", { font: "50px Arial", fill: "#000", align: "center" }); this.mainMenuStart.anchor.set(0.5); this.mainMenuStart.inputEnabled = true; this.mainMenuStart.events.onInputDown.add(this.down, this); this.mainMenuStart.events.onInputOver.add(this.over, this); this.mainMenuStart.events.onInputOut.add(this.out, this); this.highScores = this.game.add.text(game.world.centerX, game.world.centerY + 150, "High Scores", { font: "50px Arial", fill: "#000", align: "center" }); this.highScores.anchor.set(0.5); this.highScores.inputEnabled = true; this.highScores.events.onInputDown.add(this.down, this); this.highScores.events.onInputOver.add(this.over, this); this.highScores.events.onInputOut.add(this.out, this); }, down: function (item) { this.music.loop = false; this.music.stop(); switch (item.text) { case 'Start Game': game.state.start('mainGameState'); break; case 'High Scores': game.state.start('highScoresState'); }
  22. nduhu

    volume slider

    hey all , i want to make volume audio control in my game, how to make volume slider like this ? i dont know how to make it. does anyone in here ever make it and help me? ty
  23. I'm testing in Chrome 38.0.2125.111 and none of these methods are working for me (Phaser 2.1.3) When I look at the sound object, isPlaying is true but no sound plays unless I just use sound.play() which works as expected. // OkbgMusic = game.add.audio('intro-music');bgMusic.play();// No soundbgMusic = game.add.audio('intro-music');bgMusic.fadeIn(1000,false)Can any one help?
  24. Hey! I'm wondering how I could implement a sound when a coin is picked up by the player. I've got that part working, but the idea is: right after the sound finished playing when the player and the coin overlap, a pause screen should overlay the game. So here the game is paused, and now the sound only plays for like a millisecond and then immediately switches to the pause screen. I've searched for timers, but I can't figure out how to implement a timer on an overlap, AND play the sound AND show the pause screen. Actually what I'm looking for is a solution to execute 2 callback functions in the overlap. This is my overlap function in the update, where only the pause screen gets shown (this.vow1): game.physics.arcade.overlap(player, coin1, this.vow1, null, this);I've tried making a function for the music to play: playCoinMusic: function () { music = game.add.audio('coinmusic'); music.play();},I could add the playCoinMusic function to the overlap, but then the pausescreen (this.vow1) wouldn't get executed... Like this:game.physics.arcade.overlap(player, coin1, this.playCoinMusic, null, this);Any ideas? Thanks in advance!
  25. we've been creating a game and preloading all of our assets. Everything works beautifully, i love phaser! the only problem is there's about a 5-10 second delay before the music, or sound effects start playing. i don't understand why there's silence when we are preloading everything. i'm calling the this.music.play() function immediately when entering our play state, so it's not like i'm calling the play() after 5-10 seconds.