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Found 183 results

  1. Hunt prehistoric creatures with your friends online. Build your own base, craft tools, and weapons to survive in a large-scale true cross-platform open world game. This game is an application of the engine I’ve built, to prove a statement: It is POSSIBLE to build a 3D version of the Internet, where instead of browsing through websites, we could jump from one 3D space to the next. I “invite” everyone to make this happen. I want you guys to build your own 3D spaces implementing your own ideas what the web should look like in the future. We could just link them all together and make this Interconnected Virtual Space happen - yeah, the Metaverse, for the Snow Crash fans out there Tech Details that I hope provokes further questions: Loading Assets on Demand is even more important in the Browser than on PC or Console. Internet speed is only a fraction of the speed of the hard drive. It is essential to only load whats visible if you want to provide an open world environment for users visiting your world the first time. LOD - Level of Details allows Web Browsers to show something immediately for the users just like an ordinary website. It may look poor and users can see the object improving as they are loaded, still, I think its a good trade-off. Users get a good enough view of their environment instantly and can start interacting with it immediately. Terrain and the Grid System I’ve created the terrain in Blender, then I split it up like a chessboard automatically using Javascript. It is easy/cheap to determine that which cell contains the given coordinate and every single cell in the Grid has a reference to its neighbors. This is the basis of server layers of optimization when it comes to rendering, AI, and collision detection, etc. A recursive search is very easy to do, using those links to neighboring cells. Lighting I've implanted basic Directional and Ambient Lighting to support Day & Night Cycles and Point Lighting for individual light sources like a campfire, torch etc. To my surprise, the difficult part was to get good looking flames, thanks to the lack of Alpha Sorting in WebGL, what I had to implement in Javascript instead. Animation I animate my models in Blender, export them to “.dae". The file format comes with a serious limitation, you can’t define multiple animations and it only maintains a list of keyframes as references. So I maintain a JSON file per “.dae” to define multiple animations by having sets of keyframes. E.g.: “{running: [0, 4], jump: [5,7], ..}”. But I kept it simple and didn’t take it to the realm of animations per body part. Physics In short, I was stupid enough to write my own ..on the other hand, I have a fine level of control over how much I allow it to run. Again, on mobile, it is crucial to have that level of control to navigate 200+ creatures in real-time. I have two different type of Collision Detection. Collision with the Terrain and collision with other model surfaces. Terrain collision is very cheap, this allows me to move so many NPC at once. Collision with other models is heavier though, but that allows me to climb random looking rocks. I optimized it enough to make it feasible to run on mobile devices. I use a low poly version of the models to determine the collision and I only run it for the models near the Player, utilizing the Grid System I mentioned above. AI NPCs can navigate a random terrain, avoid obstacles and “see” and “hear” other NPCs if behind them. At the moment, they move rather robotically, but this allows me to calculate, where they can move next without hitting any obstacles and how long it will take to get there. I only run the AI right before they get to the target location. Basically, 200+ NPCs make only 40-100 AI calls per second. ..I certainly have room for improvement here Multithreading in the browser is difficult but necessary to achieve good Frame Rate. Nothing but the rendering should be on the main thread ideally - Good luck to achieve it though I’ve managed to push most of the heavy logic into a speared thread, but AI is still running on the main one. In a thread you have very limited access to important functionalities of the browser, therefore, there is only so much you can do. Also, specific objects can only be passed by reference between threads, everything else has to be serialized on one end and deserialized on the other. You want to be careful how often you do it. Audio I use the Web Audio API that works as expected. On top of that, I implemented Audio Sprites: I compile all related sounds to a single mp3 file and that comes with a JSON object to define where certain audio snippets can be found. It's a fast, accurate and reliable solution unlike using Audio HTML Tag, but that one has its own use cases as well, e.g.: streaming an mp3 file comes for free, like streaming an internet radio station. Multiplayer - I use WebRTC and not WebSockets - I know, I know, hear me out. The idea was that COOP is a very likely scenario and players may only prefer the company of their friends. I that case, they don’t have to purchase access to a private server, as long as they are happy to let their world go dormant between gaming sessions. Plus, all the logic is implemented for single player mode on the client-side, which logic has to be duplicated on the servers, if I went down the WebSockets rout - just think about where the AI logic should be, server- or client side. I expect this one to be a controversial decision, ..sometimes even I'm not sure whether this was the “right" decision There is a whole lot more to this though. Resources could be distributed between players when it comes to AI to ease the load on the Host - I know it is a potential security issue, but there is a use case for it, like AI for distant NPCs in COOP as long as you have no hacker friends ..this could be crucial on mobile devices. Controller Support The Gamepad API provides you with raw access to every button and joystick. You certainly have to implement your own layer on top of that. Events for pressing/holding down buttons don't come out of the box. Implementation of the dead zone of joysticks is missing and it is inconsistent how you can access different types of controllers through the API, even the same controller but on different devices. In the end, you will have to provide a controller mapping implementation as well in your settings. But its totally doable and works like a charm. Touchscreen Support It's a tricky one. As I mentioned above, on iPhones its completely useless till Apple decides to comply with Web Standards. Even on Android, it is a bit tricky: For the UI you probably want to use HTML. It makes sense because it comes with all the neat features that make our lives easier until you realize that you can’t switch between weapons while running - wait, what? You see, while you are holding down the left side of the screen to maintain speed and try to click on a button, or any HTML element to switch weapons, the click event won’t fire. No click event will be fired while doing multi-touching. As a result, HTML and any fancy framework for that matter are no longer good enough solution own their own. UI When it comes to games we expect a whole lot more from the UI than on a website. Multi-touch support - as discussed above and even controller support is not as straightforward as you might think. You have raw access to the controller, so when a button is selected and the user pushes the joystick diagonally upward, you have no idea what is in that direction, therefore what should be selected next. You have to implement the navigation of your UI with a controller for yourself. And you need controller support because that's the only way to move around in VR and on consoles. Speaking of VR, you want to render your UI twice in VR - once for the right eye and once for the left eye - and only once when not in VR, just something to keep in mind Also, rendering the UI could be heavy. This might be a surprise but if you think about it, on a website you don’t do anything but the UI, so you have a lot mere leeway to work with, whereas in a game you don’t want the UI to impact the Frame Rate, so it has to be very lightweight and probably you want Scheduling to have a final say on what gets refreshed. Taking all this into account, I really don’t see how any framework could be a good option - they were simply designed with different requirements in mind and there is more downside to using any of them than upside. Precomputed Scene Occlusion Culling using a Grid System Most of the optimization is happening real-time or triggered on a regular basis while running the game with one exception: I render every cell in the Grid System from the point of view of every single other Cell. E.g.: Cell A can see cell B and C but not D. I literally diff two images with javascript to determine whether the given cube can be seen or not. Then I record the results in a JSON file, which is used for rendering. This reduces the number of cubes to be rendered significantly, but it takes about 40 hours to run this optimization for the whole terrain. Running the game on Mobile Devices iPhone runs WebGL significantly better than top-end Android devices but practically useless because Apple ignores important web standards. E.g.: Pinch zoom can’t be blocked, therefore when you use your left thumb to move around and right thumb to look around, instead of doing so you end up zooming back and forth the screen. It also doesn't support fullscreen mode - video does, but not the canvas element. Another interesting limitation on iPhone is that you can only have 25 elements in an array in GLSL, which translates to having only 25 bones in an animated model. This doesn't make animation impossible, but you can’t use most animated models that you buy in the stores, you have to do it again with only 25 bones. Profiling “What gets measured, gets managed”. The built-in profiler in Chrome certainly has its use-case, but not good enough for what we want, so probably you will have to build your own at some point with specific features. You want to know how long a certain section of your game runs per frame, e.g.: Rendering, AI, Physics, etc. and probably these sections won’t run sequentially, but they are interrupted by other processes that you don’t want to include into the specific measurement. One thing is for sure, you cant do optimization without identifying the source of the lags. - I've certainly wasted enough time trying Scheduling As long as you are pushing the limits of the devices it is always a battle for a smooth frame rate. Therefore, you have to implement a scheduling system to manage what is allowed to run and for how long. E.g.: whatever is loaded and processed in the background will have an effect on the frame rate even if it is running on a different thread, you want to throttle that. You don’t want to set variables through WebGL API unnecessarily. AI always varies how much calculations it has to do depending on the number of unique encounters of 200+ NPCs in a random environment. Basically, you will have to limit what runs and how long, manage what is a nice to have calculation and a game-breaking one and try to make it seamless for the user. Probably every single topic above deserves a dedicated post, so please feel free to ask anything - there is no stupid question - then I would like to use those questions to write an in-depth post on every single topic that helps fellow devs to overcome similar obstacles - no doubt I will learn a thing or two in the process Live Tech Demo is available on https://plainsofvr.com
  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 Spotify - https://open.spotify.com/artist/0ASVDsriw2oHGlDenLK2TN?si=BOxqRPKNThCoQPKS7WYddA BandCamp - https://nathancleary.bandcamp.com/ Best Burger OST https://open.spotify.com/album/33u7cRnNyqGH4C7foEKZ7R?si=MQWCE6-bRtmL6QnS03uzqg https://www.youtube.com/watch?v=XwJ4i45qqCw&t=2s 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 Episicava OST https://nathancleary.bandcamp.com/album/episicava-ost https://www.youtube.com/watch?v=Bl-V2ZyUJ3A Infinity PBR https://www.youtube.com/watch?v=kqSDHCssJqY&feature=youtu.be https://nathancleary.bandcamp.com/album/infinity-pbr-selected-works Mummy's Day Massacre OST https://www.youtube.com/watch?v=zOeDhH8wqyo&t=270s https://nathancleary.bandcamp.com/album/mummys-day-massacre-ost 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 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. 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
  4. My question is in reference to audio tied to a mesh, so volume and panning are handled by the BABYLON engine. This works great for wav and mp3 audio files but lately I've wanted to use generators like tone.js to generate tones with javascript. It seems that BABYLON audio requires a URL to insert audio into the audio chain but is there any way to use the audio engine in BABYLON with tones generated with tone.js and the web audio API without rendering them to wav or mp3?
  5. 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
  6. Brett Paterson

    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.
  7. 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!
  8. Doug

    Hi Rich.  @rgk mentioned that you might be able to please add a "patron" badge to my forum profile?  Thanks very much!

  9. 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
  10. 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?
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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).
  16. 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!
  17. 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
  18. 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,
  19. Looking for a cinematic theme for your game? Listen to a preview of some of my latest music: Hero Fantasy Pack Vol 1
  20. 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"); } }
  21. 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
  22. 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?
  23. 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?
  24. 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.
  25. 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