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Found 153 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: Ncleary1You can find out more about me on my website posted down below.http://nathanclearymusic.co.uk/Thanks,NathanGodcasterhttps://www.youtube.com/watch?v=DZzlDCOyGawPhuture Funkhttps://vimeo.com/171314152Dove 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
  2. Hi! My name is Matthew 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! Here are a few points about me: - I've been playing games and composing music for twelve years, covering a wide variety of styles and formats. - 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, graduating with an A. 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 - You can actually download and play my Limbo demo here! All sound effects, music and ambiences created and implemented by me using Wwise https://drive.google.com/open?id=0B4ekXmpWEvzqclBoV1RORFhNVU0 Some examples of my previous work: Heart Forth Alicia - Side-scroller RPG - SFX in collaboration with developer Alonso Martin https://www.youtube.com/watch?v=MQUcjcQpshc 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' http://steamcommunity.com/sharedfiles/filedetails/?id=628812789 https://www.youtube.com/watch?v=L3COd85u44g&list=PLQkzN1PTj-9vk8xjEZoK8iY4_ySLtKXUb&index=5 Sakura Fantasy - Steam visual novel - SFX & Ambience https://soundcloud.com/matthewdear-1/sakura-fantasy-sfx-ambience-soundreel http://store.steampowered.com/app/375200/ Bananadoh! - iOS, Android and Browser game - SFX & Music http://atqu.in/ https://soundcloud.com/matthewdear-1/bananadoh 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 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, 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 mattdear1234@gmail.com 07437015647 Skype: matthew.dear2
  3. Hi, I have just replaced the minified Phaser js with the latest version (2.7.7) in my phaser app and my audio in my app has stopped working. The rest of the app still works well. The code to load the audio is pretty simple - I first load the audio and then add the audio assigning it to an array. game.load.audio('sound.correct', 'assets/sound.general/sound.correct.mp3'); general_sounds[0] = game.add.audio('sound.correct'); When I come to playing the audio I just use: general_sounds[0].play() Which worked in 2.0.1 but now I get the error I get is as per below: phaser.min.js:3 Uncaught TypeError: Cannot read property 'createBufferSource' of null at c.Sound.play (phaser.min.js:3) at <anonymous>:1:19 play @ phaser.min.js:3 (anonymous) @ VM1834:1 What's more odd is that when I run the above 3 commands in the console the sound plays. Does anyone know what is going on?
  4. phaser

    Hi I have built an app in Phaser and want to create a sequence of two sounds: 1. "You have" (loaded and stored as audioSound[0]) 2. "Finished" (ditto, audioSound[1]) I can then keep re-using 1 and have different words/sentences in 2. To do this I need the sounds to play in sequence. At the moment using: audioSound[0].play(); audioSound[1].play(); othercode... Plays both at the same time. Any ideas on how to get the sounds to play in sequence and only continue to `othercode...` once the second one has finished? Thanks in advance!
  5. 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
  6. I have some audio objects on my main game create function but i want to move them to npc class. I am spawning many enemies will these make my project more heavy?
  7. 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. Here is my portfolio https://soundcloud.com/rockman154-1 I'm really excited to work with you guys Thanks JK
  8. How would pause ALL playing sounds... I am trying to make a pause (start/stop) functionality especially for in-game menu... Since i control the render loop and is NON-Anoymous function so can easy stop using the function that was started with... Works great but i need to PAUSE the sound too... How???
  9. I've just about completed my first game that I want to release to the general public. Part of that process is getting it on itch.io and using cocoonjs to package it up to make it native for mobile. The problem is that in certain circumstances the audio will not play. serving it up on my local machine (Ubuntu with a node server) it works on desktop and Android on itch.io (They put it in an iframe) it works on desktop, and iPhone but on android no audio. Tried to package it up with cocoon and tested it on Android again no audio. I don't have an iPhone handy so I'm limited in what testing I can do there. The problem seems to be just on Android though when the game is played through an iframe or packaged into an apk. The game is built around @lukewilde's awesome boilerplate. That thing has really helped my workflow so I hope it isn't part of the problem. I've looked at the build and everything appears as I would expect it. I have also used some code from the official breakout example. So that will look familiar. In the Preloader state I'm Preloading the audio like so: this.game.load.audio('beef', [ './audio/beef.ogg', './audio/beef.mp3' ]); Then in my game state I'm adding a variable for the audio. this.beef = game.add.audio('beef'); Lastly also in the game state the audio is played with: this.beef.play(); I've really been beating my head against the wall trying to figure out what is going on here. I'm hoping it is something simple that I've overlooked. I also don't know how to debug on Android so maybe I just need help with that and I'd figure this out myself. Here is a link to the game on itch.io https://motorcityrobots.itch.io/build-that-wall Here is all the code in Github https://github.com/bobonthenet/BuildThatWallGame
  10. I see the docs at the moment and found that there are two functions which seem identical in nature but are called differently. Phaser.audio(key, volume, loop, connect) -> Phaser.Sound and Phaser.sound(key, volume, loop, connect) -> Phaser.Sound This was made by error, one of the methods will get deprecated? Or both are viable and do the same thing and I can use whichever I prefer? Or they are used in different use cases?
  11. I bought Construct 2 to see how good i am in drag-and-drop game development. It's not that i sucked, but with a programmer background i hate it. So i tried out Phaser and loved it from the beginning. But now after working for 5 days on my game i had to find out that there is no microphone input for phaser. Am i correct? I need it to work on my mobile device. At the moment i thought that i build the game via phoengap, but how do i activate a microphone input? Anyone of you had any chance in making this possible? Greetings from this croner of the planet and thanks for your time.
  12. 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.
  13. 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).
  14. I'm currently working on a jukebox in phaser but i found a big problem, when change more than 17 song mobile devices crushes. I start looking the memory usage on chrome and see that although i use audio destroy, clear game cache, and reset references memory usage keep rise song by song loaded. I could not find a solution in phaser so do the same example with howler, and it happened the same, the use of memory kept going up. Search the forums and find this interesting solution / advice that incredibly worked Is it possible to use the html5 tag in one audio and the webaudio Api in another on phaser? or fix the high memory usage? With this solution in my example i pass from 400mb on memory to 80mb on memory. The code: phaser-howler: var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create ,update: update}); function preload() { game.load.spritesheet('button', 'assets/flixel-button.png', 80, 20); game.load.bitmapFont('nokia', 'assets/nokia16black.png', 'assets/nokia16black.xml'); game.load.json('audios', 'assets/audios.json', false); } var currentSong; var songList; var prevSong; var nextSong; var currIndex = -1; var logYPosition = 0; var logYSeparation = 2; var fontSize = 16; var currentTextLog; var timer = 0; var initTimer = 0; var downloadTime = 0; var decodingTime = 0; var songLength = 0; var audioFolder = ""; var repTime = 1*1000; var volume = 0.5; var readyToplay = false; var ended = false; var tempjs = undefined; function create() { tempjs = game.cache.getJSON('audios'); game.stage.backgroundColor = "#FFFFFF"; songList = tempjs.files; audioFolder = tempjs.audiosource; startNextSong(); } function startNextSong(){ currIndex++; initTimer = 0; downloadTime = 0; decodingTime = 0; songLength = 0; if(currIndex>songList.length) { game.add.bitmapText(10, logYPosition + 7, 'nokia', "no more songs in playlist", fontSize); ended = true; return; } logYPosition += fontSize + logYSeparation; var audios = _getAudioFilesArray(audioFolder,songList[currIndex],tempjs.audiotypes); initTimer = game.time.time; currentSong = new Howl({ src: audios, html5: true }); currentSong.once('load', songLoadComplete); currentTextLog = game.add.bitmapText(10, logYPosition + 7, 'nokia', "Downloading song " + currIndex, fontSize); } function songLoadComplete(){ downloadTime = game.time.time - initTimer; currentTextLog.text = songList[currIndex] + " download time: "+downloadTime+ " Decoding file..."; initTimer = game.time.time; currentSong.play(); readyToplay = true; } function _getAudioFilesArray(audioFolder,audioName,audiotypes){ var returnArray = []; for(var audiotype in audiotypes){ var audio = audiotypes[audiotype]; returnArray[audiotype] = audioFolder+audioName+audio; } return returnArray; } function update(){ if(ended){ return; } if(currentSong!= undefined && currentSong.playing() && readyToplay){ var playingTime = (repTime - currentSong.seek()*1000); currentTextLog.text = songList[currIndex] + " download time: "+downloadTime+ "ms Decoding time: " + decodingTime + "ms Playing " + playingTime; } if(currentSong!= undefined && readyToplay && currentSong.playing() && (currentSong.seek()*1000>repTime)){ currentSong.stop(); currentSong.unload(); currentSong = undefined; readyToplay = false; startNextSong(); } } phaser-only: var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create ,update: update}); function preload() { game.load.spritesheet('button', 'assets/flixel-button.png', 80, 20); game.load.bitmapFont('nokia', 'assets/nokia16black.png', 'assets/nokia16black.xml'); game.load.json('audios', 'assets/audios.json', false); } var currentSong; var songList; var prevSong; var nextSong; var currIndex = -1; var logYPosition = 0; var logYSeparation = 2; var fontSize = 16; var currentTextLog; var timer = 0; var initTimer = 0; var downloadTime = 0; var decodingTime = 0; var songLength = 0; var audioFolder = ""; var repTime = 1*1000; var volume = 0.5; var readyToplay = false; var ended = false; var tempjs = undefined; function create() { tempjs = game.cache.getJSON('audios'); game.stage.backgroundColor = "#FFFFFF"; songList = tempjs.files; audioFolder = tempjs.audiosource; startNextSong(); } function startNextSong(){ currIndex++; initTimer = 0; downloadTime = 0; decodingTime = 0; songLength = 0; if(currIndex>songList.length) { game.add.bitmapText(10, logYPosition + 7, 'nokia', "no more songs in playlist", fontSize); ended = true; return; } logYPosition += fontSize + logYSeparation; game.load.onLoadComplete.removeAll(); var audios = _getAudioFilesArray(audioFolder,songList[currIndex],tempjs.audiotypes); game.load.audio(songList[currIndex],audios,false); initTimer = game.time.time; game.load.onLoadComplete.add(songLoadComplete, this); currentTextLog = game.add.bitmapText(10, logYPosition + 7, 'nokia', "Downloading song " + currIndex, fontSize); game.load.start(); } function songLoadComplete(){ downloadTime = game.time.time - initTimer; currentTextLog.text = songList[currIndex] + " download time: "+downloadTime+ " Decoding file..."; initTimer = game.time.time; currentSong = game.add.audio(songList[currIndex],0); currentSong.onPlay.addOnce(songLoadDecode,this); currentSong.play(); } function _getAudioFilesArray(audioFolder,audioName,audiotypes){ var returnArray = []; for(var audiotype in audiotypes){ var audio = audiotypes[audiotype]; returnArray[audiotype] = audioFolder+audioName+audio; } console.log(returnArray); return returnArray; } function songLoadDecode(){ decodingTime = game.time.time - initTimer; console.log(currentSong.isDecoding); currentSong.volume = volume; readyToplay = true; } function update(){ if(ended){ return; } if(currentSong!= undefined && currentSong.isPlaying && readyToplay){ var playingTime = (repTime - currentSong.currentTime)/1000; currentTextLog.text = songList[currIndex] + " download time: "+downloadTime+ "ms Decoding time: " + decodingTime + "ms Playing " + playingTime; } if(currentSong!= undefined && readyToplay && currentSong.isPlaying && (currentSong.currentTime>repTime)){ currentSong.stop(); currentSong.destroy(); console.log(songList[currIndex]); game.cache.removeSound(songList[currIndex]); readyToplay = false; startNextSong(); } }
  15. Soundspring Studio is currently looking for project collaborations. Contact us here or at www.soundspringstudio.com. Thanks! Listen to our samples!
  16. Hi , this will be my first post the sound files of my html5 game plays well on my laptop, after uploading it to the server, some of the sound files don't work. I am using construct engine & hosting the game to a self-hosted server with FileZilla client- when I upload the files, they are not zipped, earlier I had uploaded zipped files but had the same issue its been 3 days and I have not been able to find a clear reason for the same, any help is appreciated Thanks
  17. 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!
  18. Hey everyone, Over the past few months I've been working on a project in Phaser and I've come across a really frustrating problem. I don't think it's caused by Phaser or the code I've written, but has to do with the audio files themselves. Yet, I can't figure out what to do in order to make this work. I studied the example here to determine how to preload audio assets, create a variable linked to that asset, and then call it on demand. I should note that this example on the Phaser site works as intended. I can hear the example music play on both Firefox and Chrome. I also studied other discussions about using audio in Phaser. I saw people warn against the use of MP3 as it's a licensed format, and recommended using OGG for Firefox with M4A as the fallback for Chrome. So; that's what I tried doing. It's not gone well. Only some of the M4A files play in Chrome. I can't figure out why, and I can't discern a pattern behind it. Some of the sounds I'd edited in Adobe Audition, others I'd left as-is. Regardless, they'd all been converted to M4A via iTunes. Some of the sounds I've edited will play, others won't; some of the sounds that were converted as-is will play, others won't. Chrome's dev console doesn't give any answers at all. I've tried inspecting the properties of the M4A sounds with VLC Player to see if I can determine a certain setting is causing the issue, but as far as I can tell all the M4A files have the exact same properties. I encounter the same issue on Firefox. when it comes to using MP3s. The same sounds that play on Chrome will play in Firefox; the same is true of the sounds that won't play. In this case, the error I receive is "The buffer passed to decodeAudioData contains invalid content which cannot be decoded successfully." OGGs won't play at all. When I try to use those instead of MP3s, Firefox's console reports "error loading asset from URL assets." This is true even of sounds which work when using the MP3 or M4A format. I'm pretty certain the issue lies with something about the audio files but I have no clue what's causing this. Does anyone have advice on how to fix this issue?
  19. Soundspring Studio is currently looking for project collaborations. Contact us here or at www.soundspringstudio.com. Thanks!
  20. Hi there! Lawrence Steele here and I run Satsuma Audio, a provider of high quality music and sound effects for video games. I have no particular sentimental affinity for the satsuma, just thought it was a catchy name I am an experienced composer and sound designer, and have created audio for 45+ titles in a wide variety of styles. I've been into computer games and music pretty much my entire life so to combine the two to make a living is pretty damn awesome. I am extremely passionate about my work and strive to create something outstanding for every project I work on. (I'm also not good at starting sentences that don't begin with "I" ...) Some of my recent projects include: * Tabletop Simulator - Popular physics based board game engine. * WarBits - Highly polished turn based strategy on iOS * Asgard Run - Viking themed 3D endless runner on mobile. * Crazy Seahorses - Zany mobile sidescroller. You can check out more about me and my work on my website http://satsu.ma, alternatively read on... One thing I love about writing music for games is you never know what style you will end up writing in next. Over the years I have composed everything from orchestral to chiptunes, gangsta beats, spooky jazz, happy puzzle themes, fast-paced bluegrass and of course... dubstep! For a wider selection of my work you can check out the audio page of my website. Or also the super awesome video show reel that should be located directly underneath this sentence. (Image links to YouTube video) I was first drawn to game audio by my love of writing music but soon discovered the wonders of sound design and now find it just as enjoyable and creatively rewarding as music composition. I've created SFX for a whole bunch of different games, most notable would be browser based MMORPG SideQuest which saw me create many hundreds of sounds for monsters, spells, skills etc. Another recent SFX project is iOS turn based strategy title WarBits for which I created a nice mix of retro interface sounds and big explosions! (WarBits trailer here) I also have experience and knowledge of the latest in game audio software packages and middleware, including Unity, FMOD and WWise. Now that FMOD, WWise and Fabric are all free to use for indies, if anyone's working on a project which could be enhanced by one of these programs, let me know, I would love to be involved! Here's the SFX showreel video... (Image links to YouTube video) When it comes to pricing I try and be as flexible and affordable as possible. My rates are 'indie-friendly' and I am always open for negotiation and willing to adjust to suit budgets of varying sizes. I always consider revenue share options and other payment methods too if the project seems like it will be especially fun or creatively rewarding to work on. So if you have any sound or music needs for your projects please get in touch, no job too big or small! You can reach me at: lawrence@satsu.ma @SatsumaAudio Or check out more about me and my work on my site http://satsu.ma TL;DR - I make sounds, maybe I make sounds for you?
  21. This is as straightforward a problem as I've ever had. I need to monitor a sound's (the bgm's) position for a rhythm game, but when I start the music and then console.log(bgm.position) every frame, it reports 0 no matter what. I didn't put play in the update loop or anything like that. I have no idea where to begin with this one. I can only imagine it's a problem with the framework or something. Or maybe "position" means something totally different in the context of phaser?
  22. hello, I'm Sebastian and I'm an audio designer/producer, I have produced 2 sound effects packs that you can use for free. All sounds are licensed by CC BY-SA license. To check the 2 packs on my website: http://www.audiorhapsody.com/2016/10/07/sound-effects-pack-1/ http://www.audiorhapsody.com/2016/10/08/sound-effect-pack-2-epic-download/ Or on my Youtube channel: Best wishes with your games and projects.
  23. WebAudioFont is a set of resources and associated technology that uses sample-based synthesis to play musical instruments in browser. See https://github.com/surikov/webaudiofont for source, demos, examples. Feel free to use WebAudioFont in your games and applications.
  24. 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
  25. Hi, my name is Loz Dewey and I'm a U.K based composer looking to take on some new exciting projects.I've been writing music for media professionally since 2010 mainly for television/film, currently I'm looking to get my teeth into a game project.As an avid gamer and musician I'm no stranger to video game audio and have some knowledge using middleware (Fmod/Wwise).Musically I take my inspiration from all genres (Mario to Fallout and anything in-between).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