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Found 165 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 You can find out more about me on my website posted down below. http://nathanclearymusic.co.uk/ Thanks, Nathan Infinity 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-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
  2. 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!
  3. 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
  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 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...
  6. 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
  7. 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
  8. 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!
  9. Music/Audio Offered

    Soundspring Studio is currently looking for project collaborations. Contact us here or at www.soundspringstudio.com. Thanks!
  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. audio on android and cordova-media-plugin

    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?
  12. 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
  13. 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.
  14. 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!
  15. 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
  16. 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
  17. Soundspring Studio is currently looking for project collaborations. Contact us here or at www.soundspringstudio.com. Soundcloud: https://soundcloud.com/user-701782820
  18. 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.
  19. 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!
  20. 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
  21. 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?
  22. Managing in app audio

    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!
  23. How heavy are sound audio objects?

    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?
  24. 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???
  25. Audio Not Playing

    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