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Found 168 results

  1. Hi, My name is Nathan, I'm a Professional Freelance Composer and Sound Designer based in Osaka, Japan. I am currently looking for new exciting projects to work and collaborate on, I have experience with Wwise and procedural audio as well as writing a myriad of different musical genres and styles as well as creating various sound effects all of which can be found on my website. I have varying rates depending on the project and am always available to contact about the game development. If you would like to get in contact ASAP about a project, just give me an add on Skype: Ncleary1 or my email - Nathan.cleary1@hotmail.co.uk You can find out more about me on my website posted down below. http://nathanclearymusic.co.uk/ Thanks, Nathan Soundcloud - https://soundcloud.com/nathan-cleary-123 Best Burger OST (WIP) https://soundcloud.com/nathan-cleary-123/sets/best-burger-ost Best Burger OST - Best Burger Big Boss Battle! (BBBBB) https://www.youtube.com/watch?v=XSyWKV1hoME Super Ubie Land 2 OST (WIP) https://soundcloud.com/nathan-cleary-123/sets/super-ubie-land-2-ost-work-in Infinity PBR OST https://soundcloud.com/nathan-cleary-123/sets/infinity-pbr-ost-sfx Godcaster OST https://www.youtube.com/watch?v=DZzlDCOyGaw Super Ubie Land 2 OST (WIP) https://soundcloud.com/nathan-cleary-123/sets/super-ubie-land-2-ost-work-in Episicava OST https://soundcloud.com/nathan-cleary-123/sets/episicava-ost Best Burger OST - Lenny's Load Up Groove - Take 1! https://www.youtube.com/watch?v=ncZYEmMt1jQ Mummy's Day Massacre OST https://soundcloud.com/nathan-cleary-123/sets/mummys-day-massacre-ost Phuture Funk https://vimeo.com/171314152 Unity3D - Connect SFX https://soundcloud.com/nathan-cleary-123/sets/unity-connect-sfx Dove Ad https://www.youtube.com/watch?v=1Qq_w_SHNJU Axe Ad https://www.youtube.com/watch?v=xEdOVEynuBs Composition Showreel https://soundcloud.com/nathan-cleary-123 Wwise, Music and SFX Reel https://vimeo.com/146036711 Infinity PBR https://www.youtube.com/watch?v=zy_35WJox80&t=29s Super Ubie Land 2 OST - Super Casino Land! https://soundcloud.com/nathan-cleary-123/super-ubie-land-2-ost-super-casino-land-work-in-progress Unity 3D - Connect Messenger SFX https://soundcloud.com/nathan-cleary-123/sets/unity-connect-sfx Composition Showreel https://soundcloud.com/nathan-cleary-123 Wwise, Music and SFX Reel https://vimeo.com/146036711
  2. Hello, I'm Carl. I want to let you know of my availability for composing, sound design, and voiceover work. I hold a BA in Music from the University of North Texas. I create many styles of music and I have a network of great musicians to call upon. I've worked on many film, game, and media productions, including the award-winning mobile game Tank Invaders, and the recently released Nintendo Wii U game, Jett Tailfin. For a sample of my work and testimonials, please visit my main website www.ccbeats.net. I also have an additional portfolio at www.soundcloud.com/carlclarkmusicproductions. I have flexible pricing options that cater to any budget. Contact me at carlclark@ccbeats.net for inquiries, rates, etc. Please provide project details for accurate quotes. If you are looking for audio or additional audio content for your current or upcoming projects, let's talk! Thanks
  3. I'm trying to port my game to mobile using ludei's cocoonjs. When playing my game in a browser, (in chrome, Edge, FF), the audio in the game works fine. Opening the game in the Cocoon Developer App (using the Cavas+ option), none of audio is found. I get errorr such as: Phaser.Cache.getSound: Key "Orcs" not found in Cache. All the audio files are in my preload state i.e. game.load.audio("Orcs", ["assets/sounds/Orcs.mp3"]); And again, all the audio works fine in a regular browser. Anyone else run into this issue and have a solution? One more note - the audio does work when using the Webview option in the Cocoon Dev App. However, I'd rather use the Canvas+ since everything I read said that's the better option for html5 games all contained within a canvas. Thanks!
  4. Music Composer / Sound Designer

    Just want you to know if you need some creative sound stuff (whether it is music, sound design, dialog editing or whatever) go ahead and message me. I know how important your projects are and I'll be glad to make them sound cool. I can meet almost any budget. These are my sound replacement demo reel (all original sounds were replaced by custom music and sound design). 1) Onward Internet 2) Call of Duty Black Ops III Trailer - Sound Replacement my soundcloud profile Skype: suchamesss e-mail: chirp.chirp.sounds@gmail.com chirp-chirp!
  5. I'm trying to port my game to mobile using ludei's cocoonjs. When playing my game in a browser, (in chrome, or Edge), the audio in the game works fine. Opening the game in the Cocoon Developer App (using the Cavas+ option), none of audio is found. I get errorr such as: Phaser.Cache.getSound: Key "Orcs" not found in Cache. All the audio files are in my preload state i.e. game.load.audio("Orcs", ["assets/sounds/Orcs.mp3"]); And again, all the audio works fine in a regular browser. Anyone else run into this issue and have a solution? Thanks!
  6. Music/Audio Offered

    Soundspring Studio is currently looking for project collaborations. Contact us here or at www.soundspringstudio.com. Thanks!
  7. Playing .m4a files

    Hi, I'm trying to play a simple .m4a file when the user collides with an object. I create it like this: game.load.audio("dot0", "sounds/dot0.m4a"); sfxDot = game.add.audio("dot0"); Then later, try to play it like this: sfxDot.play(); But I get the following error: Cannot read property 'createBufferSource' of null at c.Sound.play (phaser.min.js:3) at Object.collectDot ( The sfxDot object seems like a valid sound, from the F12 console: c.Sound {game: c.Game, name: "dot0", key: "dot0", loop: false, markers: {…}, … I'm sure I'm doing something stupid, this is my first attempt to get a sound to play so I'm probably just missing out on a setup call or something. Also, I'm not even sure that .m4a files are supported, but they were listed in the docs. I looked through the audio samples but couldn't really find a sample that wanted to do exactly what I'm doing here (open a .m4a and play it.)
  8. Hi, my name is Loz Dewey and I'm a U.K based composer specialising in music for video games, television and film. I’ve been writing music for media professionally since 2010 mainly for television, film and a have worked with a couple of video games (see my website for credits). Currently I'm looking for game projects to get involved with. As an avid gamer and musician I'm no stranger to video game audio and have some knowledge using middleware if needed (Fmod/Wwise). Please check out my website to see my portfolio/credits and more info about myselfWeb www.lozdeweyaudio.comemail lozdeweyaudio@outlook.comThanks for taking the timeLoz
  9. I've looked at the docs for the Sound object and there isn't anything jumping out that lets me adjust pitch at runtime, but hoping there's a way to do it that someone could share Is there away to adjust pitch at runtime?
  10. Hi! My name is Matthew Dear, I am a sound designer, composer, audio implementor and dialogue specialist. I've been creating in-your-face, highly varied audio assets for the past three years. Here are a few points about me: - I run a pro-quality home studio; capable of both realistic, high quality recordings and far-out conceptual effects/ambiences. - I've been playing and composing music for 12 years, covering a wide variety of styles. - You can view my Soundtrack, SFX and dialogue portfolios via my website http://matthewdear.tumblr.com/ - I occasionally work as a freelance dialog editor & engineer at OMUK's London studio. OMUK are a London-based dialogue studio, working with AAA developers from around the world. - I am experienced in audio implementation using Wwise and FMOD. I completed an online course using Wwise audio implementation software in 2015, graduating with an A. I've since used this knowledge to program my own audio systems. Some examples of my previous work: Heart Forth Alicia - Side-scroller RPG - SFX in collaboration with developer Alonso Martin http://www.alonsomartin.mx/hfa/ Unknown Fate - Upcoming first-person puzzle/exporation - SFX & sound design https://www.youtube.com/watch?v=k1LE851GeLg Folk Tale - RTS RPG - SFX http://store.steampowered.com/app/224440/ Sakura Dungeon - Dungeon crawler RPG - SFX http://store.steampowered.com/app/407330/ Rising Legends - Retro side-scrolling beat'em' https://steamcommunity.com/sharedfiles/filedetails/?id=628812789 Bananadoh! - iOS, Android and Browser game - SFX & Music http://atqu.in/ https://soundcloud.com/matthewdear-1/bananadoh Clicker Guild - Steam game - SFX http://store.steampowered.com/app/557810/Clicker_Guild/ Current Work Includes - Heart Forth, Alicia (PC, Xbox One, Ps4, Wii U), Medikidz (Multi-platform, SFX & Music), Folk Tale (PC, SFX), Unknown Fate (PC, Mac, Xbox One, PS4, Switch - Sound Design) You can see more of my audio-video demos here: https://www.youtube.com/playlist?list=PLQkzN1PTj-9vk8xjEZoK8iY4_ySLtKXUb Please get in touch if you like what you hear, I'm always looking for exciting new projects! My rates are indie-friendly, and I am willing to work for rev-share if the project is right. Matthew Dear mattdear1234@gmail.com 07437015647 Skype: matthew.dear2
  11. Hi! You can call me Kit. I make music, hence this being a music station. I've been composing for about two years for a project I've been working on with a couple friends. I realized I could raise some extra money for it by composing for other people, so hopefully we can work something out. You can see my portfolio here: It's right here! It's got an extremely heavy focus on electronic, jazzy stuff, but I will gleefully do whatever you want me to do. Do you want a country style bluegrass jam over a screaming acid house bassline? Can do. Do you want a bombastic orchestral arrangement but where every instrument is a bike horn? Glad to oblige. Do you want to go avant-garde and make your game's OST completely silent? Works for me. If this sounds good to you, let's start talking about prices. PRICING: You can pay in two different ways. I either work for $10 an hour (rounded to the nearest hour), or $20 per minute of music (rounded to the nearest thirty seconds). If you want to pay per minute, keep in mind that revisions cost extra. If you give me a good idea of what you want, I can crank something out for you lasting about two minutes in about three to five hours. Basically, paying per minute of music or per hour of work will come out to about the same price, so it's really up to you. BUDGETING: I'm admittedly new to this, so if you need to figure out whether you can pay for me or how my prices compare to other people, I'm happy to give you an estimate if you give me a budget, a tracklist, and a general style. Youtube links as references are a good idea - these help a lot when it comes to figuring out what I can do for you. I'm also down to give you a quick snippet of music lasting between thirty to forty five seconds if you want to know what to expect when you work with me. Keep in mind that it won't be a complete track, but it'll probably help us reach an understanding regarding workflow, communication, etc. If this sounds good to you, feel free to drop me a line at magiccirclemusicstation@gmail.com. I'll be waiting for you. Cheers!
  12. Hi everyone, I'm JK. I has been working with game developers for several years. I have written music in many styles for a wide range of games: Arcade, Action, Adventure, Casual, Puzzle, 8bit/chiptune. I also created songs for video presentation for your video. You can hire me through this https://www.fiverr.com/jaksanapong/create-original-music-loop-for-your-game-or-video Otherwise you can check out my Royalty Free Music here. https://www.pond5.com/artist/jaksanapong#1/collections How does Royalty Free work? It's easy. You just buy them for one time and then you can use them for all of your commercial project without any additional fee. Some people ask me about the process of hiring, here the answer If you guys are not comfortable with hiring me through a platform which is the fastest and safest platform to use, then you can directly message me or email me here jaksanapong@gmail.com and we'll figure out the best way to work together No worry I always find the way to make things easier. Here is my portfolio https://soundcloud.com/rockman154-1 I'm really excited to work with you guys Thanks JK
  13. I have a game I am working on and want to bring audio into the background. One of the key features of my game is that it is based on live data. One of these live data components is live audio. I have the ability to receive live audio on my server (it is a server written in C by the way) encode it how I see fit (to MP3 for example), and then package it and send it somewhere. Where I am totally lost is exactly how I am supposed to package and send this audio data to the browser. I do know that there are at least three protocols - HTTP, RTMP, and and RTSP. I think I want to stick with HTTP. Suppose I create an <audio> element on the browser. What does this element want in terms of "here is the live stream for you to connect to"? And how is my sever supposed to deliver this audio data? Do I need to open up a web socket? Does the audio file need to be saved to a disk (like a spool or scratch file)? I am pretty lost here after many days of research...
  14. Audio blobURL broken in v3

    Hello Friends, I recently upgraded to the RC version of BJS 3 and am now seeing an error that isn't present in v2. I am creating an audio file and setting the src to a blob URL that I have just created with getUserMedia (it's a wave): var newUrl = (window.URL || window.webkitURL).createObjectURL(blob); var audioEl = new Audio(); audioEl.controls = true; audioEl.src = newUrl; document.getElementById('curTrackContainer').appendChild(audioEl); audioObj[i].sound.dispose(); audioObj[i].sound = new BABYLON.Sound(newName+i, newUrl, scene, null, { loop: false, autoplay: false }); The audio file plays okay from the audio element, but when I try to have babylon play it, I get this error: BJS - [21:52:42]: Error while trying to play audio: Sampled15010375539220, TypeMismatchError babylon.customRC.js (6025,13) This method works fine in version 2.5 but breaks in 3.0. Any help would be appreciated, if we know what has changed in that space. Thanks, Jeff
  15. Audio loop duplicating - Bug?

    Hi there, I've stumbled across some very weird audio behavior and can't seem to avoid it. I'm trying to loop a marker of my audio file, which works well on itself. Whenever pausing and resuming the audio loop at least once however, as soon as the next loop point is reached it will not stop the currently running audio and play from the marker but just add a new layer of audio that plays from the marker instead, while the old one just continues to play. And it keeps doing that for every loop. //Create { this.sfx_music = this.sound.add("key); this.sfx_music.allowMultiple = false; this.sfx_music.addMarker('turbo', 116.8696, 7.3846, 1, true); this.sfx_music.play('turbo'); } unpauseGame: function() { if(this.game.paused) { this.game.paused = false; this.sfx_music.resume(); } }, pauseGame: function() { this.sfx_music.pause(); this.game.paused = true; } Pausing the game without pausing the music doesn't cause this problem, but It's mandatory for me to pause the music when pausing the game.. Could this be a bug in sound.pause() or sound.resume()? I'm using Chrome but I have the same behavior in firefox as well. Please help! Best Zampano
  16. Recording Audio

    Hello! I'm brand new to phaser and fairly new to programming. I'm trying to setup a basic game and I'm wondering if it's possible to record audio using phaser. I've got objects that I'm dragging around and when I place the object, I'd like to be able to record the players audio. Not sure if this is possible or how I'd even go about it. Any help would be much appreciated! Thanks!
  17. Are there any alternatives to the cordova media plugin that have already been battle tested ( https://cordova.apache.org/docs/en/latest/reference/cordova-plugin-media/ ) ? It works, but I don't like how it requires so many permissions for things I am not using. I *just* need to play audio. Also, I'm fairly new with using native audio on android, but I've heard that it is actually better to just include individual audio files and release them immediately after each use or after each state instead of using an audio sprite, can anyone confirm?
  18. I am Sam Foster, a freelance indie game composer looking for work! I recently scored several indie games. I've also scored many indie films. For more info (demos, contact info, etc.), visit: www.samanthafoster.net If interested in custom music, contact me via email or on my website's online contact form. Rates are negotiable. Alternatively, I have a small selection of royalty-free music available on Bandcamp and AudioJungle: Bandcamp: https://samanthafoster.bandcamp.com/album/royalty-free-tracks-mixed-bag-vol-1 AudioJungle: https://audiojungle.net/user/samfostersound/portfolio
  19. FMOD Studio API now available for HTML5

    FMOD Studio is a cross platform API with a low level component (loads all sound formats, plays them via channels, allows DSP effects, geometry, 3d sound etc) and the FMOD Studio tool API which interfaces with FMOD Studio audio creation tool. More information here www.fmod.com http://www.fmod.org/documentation/#content/generated/platform_js/basics.html has information about the implementation there are some audio demos at http://www.fmod.org/public/js and http://www.fmod.org/public/js_studio Any questions let me know.
  20. PIXI Loader & Audio (Howler etc)

    Hi all I've just started on my second prototype for a game, only this time I'm wanting to sort out a few more of the core parts to it first. Audio being the one I'm tackling at the moment. I have a basic setup atm a loader and a few sprites to test. Upon finishing the load (including a music mp3 file) it runs a startGame function which then plays the audio track. I originally tried using the pixi-audio plugin from GitHub, but could not get this one to work at all (does it still work with PixiJsV4?) so moved onto Howler Howler does work, and plays the audio file once loaded. However after trying on my server it seems the loader doesn't fully load the mp3 file before continuing as it starts to play a good 5-10 seconds later after the startGame function has run. Do mp3 files work the same as any other file with the Pixi loader? or could this be an issue with howler that I have missed? Thanks for any advice!
  21. Hi everyone, Soundspring Studio specializes in custom music creation in a variety of styles. Check out our full portfolio at www.soundspringstudio.com. Feel free to contact us with any questions - thank you! Here are a few samples
  22. Hi,My name is Nathan, I'm a Professional Freelance Composer and Sound Designer based in Osaka, Japan. I am currently looking for new exciting projects to work and collaborate on, I have experience with Wwise and procedural audio as well as writing a myriad of different musical genres and styles as well as creating various sound effects all of which can be found on my website. I have varying rates depending on the project and am always available to contact about the game development.If you would like to get in contact ASAP about a project, just give me an add on Skype: Ncleary1You can find out more about me on my website posted down below.http://nathanclearymusic.co.uk/Thanks,NathanInfinity PBR OSThttps://soundcloud.com/nathan-cleary-123/sets/infinity-pbr-ost-sfxGodcaster OSThttps://www.youtube.com/watch?v=DZzlDCOyGawSuper Ubie Land 2 OST (WIP)https://soundcloud.com/nathan-cleary-123/sets/super-ubie-land-2-ost-work-inEpisicava OSThttps://soundcloud.com/nathan-cleary-123/sets/episicava-ostMummy's Day Massacre OSThttps://soundcloud.com/nathan-cleary-123/sets/mummys-day-massacre-ostPhuture Funkhttps://vimeo.com/171314152Unity3D - Connect SFXhttps://soundcloud.com/nathan-cleary-123/sets/unity-connect-sfxDove Adhttps://www.youtube.com/watch?v=1Qq_w_SHNJUAxe Adhttps://www.youtube.com/watch?v=xEdOVEynuBsComposition Showreelhttps://soundcloud.com/nathan-cleary-123Wwise, Music and SFX Reelhttps://vimeo.com/146036711
  23. Soundspring Studio is currently looking for project collaborations. Contact us here or at www.soundspringstudio.com. Soundcloud: https://soundcloud.com/user-701782820
  24. Hello, Evaluating Web Audio API, for 3D sound, mixed HowlerJS with BJS without realizing: Oh, Babylon.Sound ... ? Whylookathat, lots of sound! : ) Thanks to answer below, with links. I will head that way. Related question is around WebAudio API AudioContext and -> compressors, oscillators, reverb, etc. with JS! +1. That should all be available through the AudioContext in Web Audio API... if there is an example. If not. I'll dig down, figure it out, and put it here.... : ) Applying 3D Sound with BABYLON.Sound. : ) Cheers.
  25. Any easily trainable TTS system?

    Hello! I am working on a small project and, in the near future, I'd like to implement some sort of Text-To-Speech system. The caveat is that it should be somewhat trainable. Basically, I don't just need TTS but also that it can be trained with, say, my voice to have a similar tone. For example, if I read the test sentences mumbling (but still kind of resembling the actual sounds), the TTS would turn text into mumbles which kind of sound like the actual sounds. Is there anything like that out there already? I found Merlin (https://github.com/CSTR-Edinburgh/merlin/) and Voice Cloning but they are kind of rough around the edges, especially when it comes to train them with my own data. Anyone who has worked on similar systems? Thanks!