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Found 133 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 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
  2. Hello, I'm a web programmer with 3 years of experience (currently a senior developer). I've always been a fan of videogames and now I'm starting learning game development just for fun. Like in any type of development , you always face problems and learn of those. Sharing is the strongest tool to learn, you help other people to prevent/fix mistakes and they help you. What am I looking for?: People like me that is learning to develop games and want to meet other people to make games with them, share experiences, ask&answer questions. How will we organize? I have experience managing large Telegram groups and also creating bots for groups. It is a good starting point since most of the people always carry the phone everywhere and also has a web/desktop application, also Telegram offers us a direct communication without compromising your privacy (you don't need to give real info or phone number to the rest of the group). If we start growing, we can just move to another platform you want (Discord, Slack, whatever is of your preference). Do you have any project scheduled? Yes, I want to build a fun roguelike, here is my current roadmap of the game: I am an artist, can I join? Sure! I'm sure you can learn from us and we can learn from you, Keep in mind that sound artists, level designers, programmers.. work together and they need to understand all the other positions to work properly. Of course this is a flexible diagram, I don't do this as my job and I don't have any deadlines, creating a roadmap just helps me with organization so I don't start wrongly (which with end even worse :P). Have in mind that my only goal is just learning, I'm not in a rush to make money or finding a job Just feel free to contact me if you want to join or if you doesn't like something of my post.
  3. Hi all I am using Angular 4 and creating an interface which has a number of games. They load in a modal (i.e. no page refresh/change) and I then destroy them with this.phaserGame.destroy(true); I have background audio that I am playing with the following: preload () : void { this.load.audio('bg', [ this.p('audio/bg.mp3'), this.p('audio/bg.ogg') ]); } this.p() just gets the relative path. create () : void { this.sound_bg = this.sound.add('bg', { loop: true }); } When I destroy and reload the game, the background audio object seems to still be in the DOM and plays over itself on second game launch. I've had a look through the documentation and tried removeByKey() remove() and destroy() in the BaseSoundManager() namespace just before destroying the game. None of these seem to solve the problem though. What is best practice for completely destroying sounds please? Thank you!
  4. Doug

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

  5. theNeedle

    Audio Format Compatibility

    I know we can pass different sound formats in phaser3 to let browser choose the compatible format. 1. According to this this and this mp3 is supported in most of the major browsers. So is it wise choice to use only mp3 format? if not then which format should be used with mp3 to support wide range of browsers? 2. Does this issue with ios 9 that required user engagement to start audio playback is handled by Phaser 3? From documentation it looks like WebAudioSoundManager has unlock method to resolve this issue but I'm not quite sure.
  6. matias_ini

    How to know if a device is muted

    Hi, Does anyone know how to know if a device is muted? If it can not be done in Phaser how can I do it using javascript? Cheers, Matias Ini
  7. 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
  8. SimonLucas

    Stream audio with PIXIJS Sound?

    Hi. Using PIXIJS Sound, I have tried various attempts to start sound playing before the file finishes loading AND then get progress information so I can show a progress bar. It seems to me that you can only get the sound instance that you need for progress information once the file has finished loading. I am playing long musical compositions so it takes too long to wait for the file before starting playback. Any ideas, please?
  9. 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).
  10. i have a noob question. im using babylonjs blender exporter. i figured out how to do everything i wanted except for sound. what are you exactly supposed to do for the sound? i wanted outdoor sounds in the beginning. but then music when entering certain scenes. oh and by the way i wanted characters speaking if you walk by them or run into them.
  11. What should work fine with "../" doesn't work in my case. If I put my .ogg sound effect in a folder of higher level I can't load it anymore. Trying different sound formats and styles of the relative URL didn't help. How do I solve this? I don't wanna copy the same file into every scene folder directly D:
  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. charlie_says

    PIXI sound & IE 11 Loader issue (Updated)

    Hi, I'm working on a game that may need to be playable on IE11 (ugh!) Having got my basic game now working, I've found that the sound is failing, with the error: Object doesn't support property or method 'addEventListener' It seems that pixi sound should work, but, it's not clear to me why this isn't happening for me... Any ideas?
  14. DavidAames

    Error when adding sounds with phaser

    Hey guys, first things first: sorry for my bad english. I have a big problem with phaser. I build a educational game without a webserver and everything's going fine and runs perfectly (using Phaser.CANVAS). But when i load a sound (game.load.audio("theme","assets/music/theme.ogg");) i get this error: "Cross origin requests are only supported for protocol schemes: http, data, chrome, chrome-extension, https." I've watched online and it seems, i need to have a webserver. But there are some questions and problems with this kind of thing. 1. Why can i add pictures, animations,code and more from my harddrive but music is a no go?! 2. I want the Game runs complete offline. It's important because the guy i am making this game for is teacher and they still have no Internet in his school. (unbelivable but true) 3. If I would setup a local server, then every who gets the game need one to?! it's so frustrating. i build the game as a html-file because this game should go to other schools with linux, mac etc. I just wanted it runs everywhere. With or without internet, no matter what OS is using. But what is a game without a Soundtrack? I have build the whole game and the only thing missing, is sound. I hope somebody can help me.
  15. jevisan

    Sound effects mashed up

    Hi , i'm having a difficulty while trying to play sounds on player input. The character is supposed to move and play a footstep sound while doing so. But the sound is really short and end up restarting the sound every call to update which causes it to sound mashed up. Is there any way i could fix this? The code isn't really that much relevant but still: update: function() { if (this.cursors.left.isDown) { this.player.body.velocity.x = -this.player.speed; this.player.animations.play('walk-left'); this.footstepA.play(); } } Oh and i would also like to reproduce another footstep sound after playing that one. Like so: footstepA, footstepB, footstepA, etc.
  16. 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?
  17. arturomf

    Sound problem IOS (Ipad)

    Hi all: I'm new in community. I have been searching these great forums for a solution for days, but i had no luck. I'm developing a game with phaser (2.6.2) and all has been working until testing on ipad. I have no sounds at all, but all seems to be working ok. Sounds are working in all platforms except IOS (9.5.4). I have tested with a button on my game but it doesn't sound. It seems to be "running" but like muted... I have compiled game with phonegap and again, sound works in Android but not in IOS. All Audio Examples in https://phaser.io/examples don't work either. I have test it with mp3 file, m4a file, different bitrates but nothing works. I have been looking for a solution for days, but no one is working for me. I load sound in preload state function: game.load.audio('music_main_menu', ["assets/audio/m4a/menu_main.m4a", "assets/audio/ogg/menu_main.ogg"] this.sound = game.add.audio("music_main_menu"); and then, create a button in create function: button = game.add.button(game.world.centerX + 350, game.world.centerY + 150, 'btn_test_audio', this.actionOnClick, this, 2, 1, 0); Then, i have this in action click function: this.sound.play("",0,1,true); After loading it, that is what i see with game.sound.debugInfo on render (time is running): I'm debuuging Ipad remotely with Safari and there is no errors in console, and it is loading m4a file. Please, someone has lead with a similar problem and could help me? Thanks in advance.
  18. Hey all! I add a music track that I want to loop using this code: music = new Phaser.Sound(game, "music", 1, true); It loops correctly everywhere except on IE. Has anyone has this issue? Is the work-around to have an event fire on sound complete?
  19. Hi gang. Question: Has anyone thought about sync MIDI to scene events? MIDI sequences allow insertion of SYSEX messages... and often these SYSEX messages (among the note on/off data)... contain something called MMC... midi machine code... used to automatically turn knobs/adjust settings... on certain midi playback gear (such as soundcards and midi synthesizers). But we demented experimenters... would LOVE to access those sysex messages... and make our 3D mesh do things... at that playback time. We (I) want to make my mesh... dance to the beat of the midi song. If I insert sysex messages into my midi song, and IF I can "see" those events happen with a scene observer... that would just TOTALLY ROCK! (literally!) I know @davrous is a musician/composer, and he knows some seriously-advanced stuff about JS audio. I hope I can "entice" him to come aboard this cause. Also, I don't want to use code to play the song, noteON-by-noteOFF. Ideally, I want to insert an HTML <audio> element into the dom tree, and if the song contains sysex messages of type-BJS, I want them to activate sysexMessage observers in the scene. Would THAT be cool, or what? You ain't NEVER seen "Mesh'n'Light Shows" like the ones Mr. Wingnut could produce... if that "choreography system" was operational! YUM! UberYUM! Ok girls... can it be done? Is there a wall to cross? A river to ford? Do we have the bridge-making gear? Thoughts welcome... any thought from any one. Thx! (Again, let's NOT make scene code play (poke) each note, step-by-step. That type of system will not stay in-tempo. Let's avoid that idea.)
  20. Good morning! I've a related sounds question. I would like to manage all my sounds in just one Phaser sound object, when i want to start playing one or more sounds, it all works properly but, when I have to check if one specific sound is playing, or if I want to pause/stop one specific sound I don't get how to do that. Example: let sounds: Phaser.Sound = null; sounds = game.sound.play(sound1, 1, true); sounds = game.sound.play(sound2, 1, false); sounds = game.sound.play(sound3, 1, true); sounds = game.sound.play(sound4, 1, false); Now how I can check if sound2 is playing or pause/stop just sound4?
  21. 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
  22. stauzs

    MyGameBuilder

    Hello, It has been a while since our last post here! MyGameBuilder was formed through a creative joining between the first versions of MyGameBuilder and MightyEditor. The main purpose of MyGameBuilder is to teach users game development in a collaborative manner, where more experienced developers can help others. If you are completely new to the game development you can: Play games - we have some nice user made games! Play with the actormap engine, which doesn't require any coding experience to make a game. Fork game and alter it to make it your own. Start taking guided lessons to learn programming basics, and even create a Phaser based game on your own, If you get stuck doing any of these things, there is usually somebody online who will be glad to help. After finishing the basic tutorials, there are some game related challenges to start practicing with. Main parts of MyGameBuilder: Graphic Editor - easily create your own pixel art, or import graphics here Actor and ActorMap - are part of the ActorMap engine, which allows you to build game without coding. It's as simple as assigning graphics to an actor, defining the Actor's behavior, and placing Actors on the ActorMaps to interact. Also, if you have used an earlier version of MyGameBuilder, you can import your game into the new version. The Map Editor allows you to build maps for your games. It uses the TileMap format so you can convert your graphics into tiles, and put them on the map.You can also import TileMap in JSON format or load TileMap directly into a Phaser game. The Sound Editor allows users to quickly create sound effects, like a coin pickup or a melee hit. There is also a music editor, which you can use to create background music for your game. Currently you can generate metal or 8 bit music, or import your own mp3 file. With the Code Editor, there is no limit to what you can create. The Code editor has a beginner-friendly code mentor which will show information about keywords used in the programming. Also it has JSdoc support so users can describe functions with JSdoc comments, the code mentor will pick those up and show as help info. Code Editor supports full ES6 JavaScript syntax and will automatically pick-up imported modules and share their info with the code mentor. The latest addition is our Hour of Code project: this is a gaming tutorial used in a worldwide classroom project that has users of any experience level program a dwarf character to complete game goals with basic JavaScript commands. Check it out here: https://v2.mygamebuilder.com/hour-of-code And all of this is completely free! It would be really nice if you could share your game developing experience when you were a beginner: How did you begin? Where did you get all the necessary information to build a game?
  23. HungryHugo

    Firefox Sound issue

    Hello, I've got an issue stopping audio on Firefox. On Chrome ore Edge stopping the Sound works fine but Firefox won't stop the sound and if you start the Sound again it'll play twice. The main intention was to stop the sound when the state shuts down but it doesn't work when I bind the command to a key aswell. It's really annoying and I couldn't find a fix anywhere. I start the sound in the Create function with music = game.add.audio('background_music'); music.play(); music.loopFull(0.3); music.volume = 0.3; and try to stop it in the Shutdown function with "music.stop();" You can also try it yourself HERE
  24. Hey there, I've encountered some weird behaviour when trying to clean up not longer used sounds. I boiled it down to this: this.sfx_loading_complete = this.sound.add("sfx_loading_complete"); console.log(this.sfx_loading_complete); this.sfx_loading_complete.destroy(); // or //game.sound.remove(this.sfx_loading_complete); console.log(this.sfx_loading_complete); Both console logs put out the fully functional sounds, regardless of whether I use remove or destroy.. What am I missing?
  25. 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