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Found 181 results

  1. Chirp-Chirp

    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 website: http://chirpchirpsounds.com/ e-mail: contact@chirpchirpsounds.com chirp-chirp!
  2. 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 am passionate about what I do and am always available to contact about the game development! If you would like to get in contact ASAP about getting custom, professional and personal audio for your project, just give me an add on Skype: Ncleary1 or send me an email at - 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 BandCamp - https://nathancleary.bandcamp.com/ Best Burger OST https://open.spotify.com/album/33u7cRnNyqGH4C7foEKZ7R?si=MQWCE6-bRtmL6QnS03uzqg Chook & Sosig: Walk the Plank! OST - https://soundcloud.com/nathan-cleary-123/sets/chook-sosig-walk-the-plank-ost Super Ubie Land 2 OST (WIP) https://soundcloud.com/nathan-cleary-123/sets/super-ubie-land-2-ost-work-in Best Burger OST - Let's Bring The Party! https://twitter.com/Ncleary123/status/920653746115198976 Episicava OST https://nathancleary.bandcamp.com/album/episicava-ost Mummy's Day Massacre OST https://nathancleary.bandcamp.com/album/mummys-day-massacre-ost Best Burger OST - Salsa Saturdays! https://twitter.com/Ncleary123/status/918074481045790720 Infinity PBR OST https://soundcloud.com/nathan-cleary-123/sets/infinity-pbr-ost-sfx Godcaster OST https://nathancleary.bandcamp.com/album/godcaster-ost-2 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 Unity 3D - Connect Messenger SFX https://soundcloud.com/nathan-cleary-123/sets/unity-connect-sfx Phuture Funk https://vimeo.com/171314152 Wwise, Music and SFX Reel https://vimeo.com/146036711 NCM - STORE! - http://nathanclearymusic.co.uk/?page_id=354
  3. kleepklep

    Seamless Audio Loops in Phaser

    I'm working on a game with seamless background music and figured I'd share my findings to help others. I'm just using Phaser's standard sound.play('', 0, 1, true) code to play loops. (Have since discovered I can also use sound.loopFull()). I didn't want to mess with outside solutions like seamlessLoop.js, which I'm not sure would work across all browsers anyway. Here's the run down on the file formats: OGG - Good for seamless loops in Firefox and Chrome. M4A - Good for seamless loops in iOS. When I first posted this I thought that I was stuck using the Apple Lossless codec (lossless = huge file sizes) because when I used any other M4A generating codec the resulting audio had blank space added at both ends. I wound up using the fre:ac open source audio converter which adds information for gapless playback according to its developer, who was extremely responsive and helpful (Thanks Robert!). Sure enough, the audio played seamlessly on my iPad with much smaller files. MP3 - Not good for seamless loops, but needed for IE. Even if your MP3 has no silence on either end, when the sound is done playing there will be a small audio gap before it loops. There are some techniques like the ones here that seem promising, so if I can overcome this issue I will post the code. Good for all other use cases because all browsers support it and it has the smallest file size of the three formats when exported with reasonable quality settings. So here's what I'm using to load my seamless loop audio. M4A is in a separate conditional because when I put it as the first option Firefox would load it instead of falling back to OGG and not play the sound. I'm loading all my other sounds as MP3s (in a different code block - not shown) to keep my total file size as low as possible. // load seamless intro audio loadLoop('musicIntro', 'intro_music_loop'); function loadLoop(key, file) { if (game.device.iOS || game.device.macOS) { game.load.audio(key, ['sounds/' + file + '.m4a']); } else { // Firefox and Chrome will use OGG // IE11 will fall back to MP3, which will have a small gap at the end before replaying game.load.audio(key, ['sounds/' + file + '.ogg', 'sounds/' + file + '.mp3']); } } Hope someone finds this helpful
  4. Does anyone know if there's a reason why spatial audio doesn't work when animating a camera towards a mesh that has an audio source either attached or placed in the same position? My project has an Arc Camera parented to a mesh, which is then animated around a scene. I've set up end points where the camera parent will animate to, with the idea being as soon as it approaches the centre of the target position the spatial audio will kick in. However, in practice this doesn't appear to ever happen and in fact the only way I seem able to get it to work at all is if I manually zoom or move the arc camera past these audio zones. Any thoughts anyone?
  5. isekream

    Audio Rhythm Syncing

    I'm trying to develop an audio rhythm based 2d html5 game and need some advice. I'm trying to develop the logic to sync the audio with the games animation. I do not need a constant animated sequence nor do I need to sync user input but I do need the animation to play once per selected be at and on time/ beat and be able to increase the number of beats eventually animating on almost all notes per bar for the duration of the audio. Now I've researched various method on how to compensate FPS for BPS when trying to sync audio with visual/ input tasks but I'm wondering if this is overkill for me. I have access to the audio's time update method and the BPM of each audio. I also have the time position of each beat( via http://sonicapi.com). In having all these factors I'm asking the following questions Should I sync the BPS with FPS to get audio sync? Should I update animations based on audio current playhead? Should I try to correlate a currentime stamp with the audio playhead position and try to use the audio beat time position for accuracy? As a side note Has anyone ever trying to fiddle with detecting "voice notes" in a song? I'm looking at PulseJS and ClubberJS but not sure how to devise a detection formula
  6. rex

    Fading volume problem

    I try to fade volume of (web-audio) sound by tween behavior, here is a test case. The volume is fading in my speaker, but the sound.volume property : always return 1 in firefox browser, which is incorrect fading from 0 to 1 in chrome browser
  7. Dear Friends, I am a German Composer and Sound designer living in the Netherlands. My work is licensed by many clients, such as government officials, creative agencies, publishers, film makers, animators, photographers and web companies (Google).Summary: composing of classical / contemporary music and soundtracks for commercials, movies, games, animation, trailers 20+ years of playing the classical piano with certificate sound design (stingers, trailers, soundlogos, atmospheres, one-shots) Examples of my work: 8Bit-ish game-oriented tune soundtrack for a children's game browser strategy soundtrack ios shooter game soundtrack explainer - background music and final mix classical showreel my stockaudio collectionContact me via PM or the contact form on my website: http://www.dreikelvin.nl/Talk soon!Robert
  8. Gerente

    Audio on Mobile

    Hello, Any idea if there is a problem on loading .ogg files on chrome mobile? Im trying : PIXI.loader.add('menu', "assets/audio/menu.ogg"); PIXI.loader.load(function (loader, resources) { console.log(resources) resources['menu'].data.play() }) It works perfect on PC but on Mobile (CHROME IPHONE) its doesnt reach the console.log line. Any Idea?. Thanks
  9. Hi! My name is Matt Dear, I am a sound designer, composer and audio implementor. I've combined my two great passions of audio and gaming to create in-your-face, highly varied audio assets! Portfolio: https://soundcloud.com/matthewdear-1 Here are a few points about me: - I've been making audio for games since 2014, during that time I've worked on a wide variety of projects covering many different styles. - I run a pro-quality home studio; capable of both realistic, high quality recordings and far-out conceptual effects/ambiences. - I also do freelance work at OMUK's London studio. OMUK are a world-renonowned dialogue studio, working on games since 1996! - You can view my Soundtrack, SFX and dialogue portfolios via my website http://matthewdear.tumblr.com/ - Last year I completed an online course using Wwise audio implementation software. I've since used this knowledge to program my own audio systems. You can see a demo of my Wwise work here: https://www.youtube.com/watch?v=AzGzWWOzsiU Some examples of my previous work: - Unknown Fate - first-person, VR, puzzle game - Sound Design & SFX http://store.steampowered.com/app/510390/Unknown_Fate/ - Folk Tale - RTS RPG - SFX http://store.steampowered.com/app/224440/ - Heart Forth Alicia - Side-scroller RPG - SFX in collaboration with developer Alonso Martin https://www.youtube.com/watch?v=MQUcjcQpshc - Horizon Zero Dawn: Frozen Wilds - Dialogue Editor - Warhammer End Times: Vermintide & Warhammer: Vermintide 2 - Recording Engineer & Dialogue Editor - Bananadoh! - Mobile Game - SFX & Music - https://www.youtube.com/watch?v=xoPw27ro5BE - Rising Legends - Retro side-scrolling beat'em'up - SFX http://steamcommunity.com/sharedfiles/filedetails/?id=628812789 https://www.youtube.com/watch?v=L3COd85u44g&list=PLQkzN1PTj-9vk8xjEZoK8iY4_ySLtKXUb&index=5 - Clicker Guild - Steam game - SFX https://steamcommunity.com/sharedfiles/filedetails/?id=700666734 - 'Puzzle House: Mystery Rising' - iOS game - SFX http://www.pocketgamer.co.uk/r/Android/Puzzle+House%3A+Mystery+Rising/video.asp?c=64147 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, my rates vary depending on complexity/style and can be flexible to meet your budget. I am willing to work for rev-share if the project is right. Matthew Dear Email: mattdear1234@gmail.com Phone: +447437015647 Discord: Matthewdeargameaudio#7804 Skype: matthew.dear2
  10. 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
  11. Anderberg

    Audio + memory usage = headache

    Does anyone know how to unload and destroy audio files appropriately? I have about 12 MB of audio in my game, or about 15 minutes. I do not load all of them at one time, since this will break any mobile browser. So I load them in the states they are needed. About 4 MB is loaded at the same time. According to the Task Manager in chrome, the memory used by my game just keeps growing and growing, easily above 1000MB by changing states. (Browsers decode audio to lossless => memory use is high, regardless of file format and encoding.) In all states I have a shutdown function that destroys all the sounds and purges audio loaded in the cache. This is my current code (very similar to how cache is cleared when changing states, but I have some assets I use everywhere and don't want to remove): function clearCache () { // Purge sound. var key = this.sound._sounds.length; while (key--) { this.sound._sounds[key].destroy(true); } // Destroy "everything" in cache. for (var i = 0; i < this.cache._cacheMap.length; i++) { var cache = this.cache._cacheMap[i]; for (key in cache) { if (key !== '__default' && key !== '__missing' && this.cache._doNotDelete.indexOf(key) < 0) { if (cache[key].destroy) { cache[key].destroy(); } delete cache[key]; } } }}(Note: This problem did not occur in previous Phaser versions, so I am suspecting that some reference to the audio files are lingering, but can't find out where.) Also, if anyone has a good way of profiling and debugging browser audio, please share, I haven't found a good way to figure out where all this memory goes (Chrome heap profiler says that I use | 20MB).
  12. lpbr

    Cannot STOP sounds...

    I have an array with a list of sounds and then I loop barely like this to add them to the game: for (var i=0;i<=aSounds.length-1;i++) window[aSounds[i].name+'_snd'] = game.add.audio(aSounds[i].name); To play the sound at the desired points of my code I just do: window[me.name+'_snd'].play() // works fine However I am not managing to STOP the sound with: window[me.name+'_snd'].stop(); // instead to stop the sound it just restarts What am I doing wrong? Thanks!
  13. Hello, my name is Esteban Tamashiro. I am a freelance composer with experience in several kind of games. I am particulary interested in RPG and Visual Novels. I have a Degree in Music Composition, and I am Piano Teacher Grade 5 from the Yamaha Music System. You can listen to my music here: Memory Trees OST (RPG): Dawn Drop OST (Visual Novel): More of my work here: https://soundcloud.com/esteban-tamashiro https://vimeo.com/estebantamashiro Contact: estebantamashiro@gmail.com
  14. Audio middleware company CRI Middleware recently announced that their flagship product ADX2, which is already powering the audio of more than 4000 games is now available for HTML5. ADX2 provides all the features necessary for fully interactive audio (randomization, complex sound effect behaviors, real-time parameter control, auto-ducking, DSP effects and more…) with a DAW-like intuitive interface and a highly-optimized sound engine. For more information about ADX2, you can check the CRIWARE web site: http://www.criware.com CRIWARE also offers ADX2UP, a plug-in version of ADX2 for Unity, available to all developers for US $99: http://unityplugin.crimiddleware.com/?lang=en
  15. Hello, Possible Bug in Assets Manager Audio. QUESTIONS: Is this a bug, is it related to M64 and M65, does anyone have any insight on M64 and M65? STEPS: 1) Run the Audio test (https://www.babylonjs-playground.com/#PCY1J#8) from these docs (https://doc.babylonjs.com/how_to/playing_sounds_and_music) and no audio. Reproduced in Dev environment. Along with interesting deprecation messages in the console. below... (maybe not related?): [Deprecation] GainNode.gain.value setter smoothing is deprecated and will be removed in M64, around January 2018. Please use setTargetAtTime() instead if smoothing is needed. See [Deprecation] AudioParam value setter will become equivalent to AudioParam.setValueAtTime() in M65, around March 2018 See https://webaudio.github.io/web-audio-api/#dom-audioparam-value for more details. Interesting. NOTE: Possible bug behavior seems limited to AssetsManager, as I can still use direct load sound and it works. QUESTIONS: Is this a bug, is it related to M64 and M65, does anyone have any insight on M64 and M65? ping @davrous ... : ) Thanks,
  16. Looking for a cinematic theme for your game? Listen to a preview of some of my latest music: Hero Fantasy Pack Vol 1
  17. joe2movies

    Menu state audio issue

    I have an issue with the audio when first start the game in the menu state. The audio doesn't play. But after I start playing the game from another state and return to the menu state it works fine. When i test in android phone it doesn't work properly, but when I test emulator it seems to work fine. I use phonegap to build the app. Below is the code to my menu state var menuAudio = null; var menuState = { create: function () { this.menuAudio = game.add.audio('cheering'); this.menuAudio.loop = false; this.menuAudio.volume = 1; this.menuAudio.play(); var favButton = this.game.add.button(370,780,"favFolder",this.favMovies,this); favButton.anchor.setTo(0.5,0.5); }, favMovies: function(){ if (this.menuAudio != null) { this.menuAudio.destroy(); } game.state.start("difficulty"); } }
  18. Hello, I'm able to attach spatial audio to an object in my scene. But as I'm now creating many objects and pushing them to an array, I cannot assign the audio to the mesh in the array. Here's the basic code: for (let b = 0; b <= 20; b++) { boxRotArray = BABYLON.MeshBuilder.CreateBox("box_rot" + b, {size:0.1}, scene); } const bgm = new BABYLON.Sound('backgroundMusic', './Demos/sounds/WubbaWubbaSound.mp3', scene, null, { spatial: true, maxDistance: 20, loop: true, autoplay: true }); bgm.attachToMesh(boxRotArray[0]); I've tried using the name of the object in the array, and I've also tried to assign a new variable to equal boxRotArray[0]. when I console.log(boxRotArray[0]); it is a mesh and I'm using this in many different other assignments. Any thoughts? Thanks, DB
  19. Anderberg

    Sound element duration is 0

    I have a situation where I need to know the duration of my sound elements before they are played. However, the duration is 0 (as well as durationMS and totalDuration). So I dug into the code and realised that duration is only set if the browser uses the audio tag, not when it uses the webaudio api (latest chrome use the latter). So what is the best way to get the duration? I have done some digging: Using the game.cache.getSound(key) you can extract information about the sound object. This object will hold a "data" property which has a "duration" property. But this is only set once the audio file has been decoded. The preload in a state does not wait for audio files to be decoded, which means that in the beginning of the create-state this data might not be available (aka when I need it to be). Have anyone battled audio duration and succeeded?
  20. Fenopiù

    sound.isPlaying always return true

    Good morning everyones! I'm using Phaser 2.6.2. I'm working to play a sound sequence, I've didn't find a queue option in Phaser sound manager, so I've tried to build a basic one by myself. I've 1 to 5 sounds to play one after one to make a single sound if the player has reached 1 to 5 goals. I'v all the sounds preloaded in an array. When I call: console.log(sound[i].isPlaying); is always true. When I call: console.log(sound[i].currentTime); is always 0. Why? How can I make it works?
  21. Fenopiù

    Preloading audio from JSON

    Hi everybody! I'm trying to preloading my audio from the same JSON where I preload the images. This is my JSON file: { "preloading": [ { "type": "image", "key": "image1", "url": "Images/image1.png", "overwrite": false }, { "type": "audio", "key": "audio1", "urls": [ "Audio/audio1.wav" ], "autoDecode": true } ], "meta": { "generated": "1401380327373", "app": "Phaser Asset Packer", "url": "http://phaser.io", "version": "1.0", "copyright": "Photon Storm Ltd. 2014" } } This is where I read the file: function preload(): void { game.load.removeAll(); game.load.pack('preloading', 'myjson.json', null, this); game.load.audio('audioN', 'Audio/audioN.wav', true); } function startOnClick() { audio = game.sound.play('audioN'); } If I launch my game, images are preloaded succesfully as audioN.wav, the audio in JSON give me this error: phaser.js:72849 Phaser.Loader: No URL given for file type: audio key: audio1 for all the audio file on my JSON file. The JSON file, the images folder and the audio folder are located in the root of the project. The audioN is a test that I've added to see if the problem was a type error in JSON or not, it doesn't change anything if I kick away it from my code. Any idea why I receive this error? Maybe @Arian Fornaris or anyone else could let me understand where my code is wrong? And, partial OT, why I cannot change the meta tags (except for "copyright")? If I do so it doesn't load nothing anymore.
  22. JesusJoseph

    Phaser game Audion MP3 vs WAV vs OGG

    Hi All, Thanks for reading my question. I created an jumping game using phaser and upload it to app store. Game Link: https://itunes.apple.com/us/app/jump-go/id1143991571?mt=8 Now in the next version I am planning to add more good background and other game sounds (car, accident and other sounds) to make the game more real. Can someone please tell me which format is better (MP3 or WAV or OGG). When I check WAV files are too big compare to MP3 so I am thinking of using MP3 format, but worried about quality of the MP3 sound in mobile. any suggestion will be highly appreciated Thank You Joseph
  23. 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
  24. 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!
  25. 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!