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Found 120 results

  1. 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?
  2. 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
  3. 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?
  4. Play sound when key pressed

    Hi all. I have a problem managing the ghost character. I need that when the left button is pressed - the character flies to the left up, and play fly sound. But when the right button is pressed while the left button is pressed, the character stopped and stopped playing fly sound. if (this.leftKey.isDown) { //Play Fly sound, when LEFT key is pressed this.playFlySound(); this.ghost.body.moves = true; this.ghost.body.velocity.x = -120; this.ghost.body.velocity.y = -160; //Stop Fly sound, when LEFT key is pressed & RIGHT key pressed to if (this.rightKey.isDown) { this.stopFlySound(); this.ghost.body.moves = false; this.ghost.body.velocity.x = 0; this.ghost.body.velocity.y = 0; } } In my version of the code, the fly sound start play when the left button is released. Please help me with the problem.
  5. Hi, I have a folder with 23MB of sounds (including music), all of them are in .ogg format because I need to support really old browsers. When loading those sounds, memory usage goes up to 900MB. If I comment the lines below, it stays about 90MB. What am I doing wrong? Controller.numMusic = 5; //Load music: for (var i = 0; i < Controller.numMusic; i++) { let soundName:string = "music" + i; this.game.load.audio(soundName, "assets/audios/music/" + soundName + ".ogg"); } this.game.load.audio("menu", "assets/audios/music/menu.ogg"); this.game.load.audio(ESounds.ACERTOU, "assets/audios/" + ESounds.ACERTOU + ".ogg"); this.game.load.audio(ESounds.ERROU, "assets/audios/" + ESounds.ERROU + ".ogg"); this.game.load.audio(ESounds.ANDANDO, "assets/audios/" + ESounds.ANDANDO + ".ogg"); this.game.load.audio(ESounds.CAINDO, "assets/audios/" + ESounds.CAINDO + ".ogg"); this.game.load.audio(ESounds.CLICK_BT, "assets/audios/" + ESounds.CLICK_BT + ".ogg"); this.game.load.audio(ESounds.CLICK_RUN, "assets/audios/" + ESounds.CLICK_RUN + ".ogg"); this.game.load.audio(ESounds.GRAB_ARTIFACT, "assets/audios/" + ESounds.GRAB_ARTIFACT + ".ogg"); this.game.load.audio(ESounds.PUT_ARTIFACT_ALTAR, "assets/audios/" + ESounds.PUT_ARTIFACT_ALTAR + ".ogg"); this.game.load.audio(ESounds.BREAK_ARTIFACT, "assets/audios/" + ESounds.BREAK_ARTIFACT + ".ogg");
  6. Why doesn't music pause properly?

    When my game in the browser loses focus, everything pauses: animations pause, music stops playing. HOWEVER, when I go back to the browser, the animations continue from where they left off, but the music behaves differently -- the music resumes at a point as if it had been playing in the background and time had elapsed. So then, my animations and music are out of sync. What is the simplest way of making animations and music behave similarly?
  7. Hi =) I don't know where to find this information, so I'm asking it to you now. I would like to make a very accurate map/background where there are some areas which plays specific music/sound when we click on it. I guess it would use the same mechanisms as pianos, and I don't know how to do it: a svg map? a tiled map with objects? other options? For example, if I want to use the conductor's wand to play a specific instrument when I click on it, how do I say to phaser: "Hey, at this specific area there is something to do => violin.play();". ![]() GFDL+CC-BY 2.5 Pedro Sanchez on wikipedia
  8. 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 or my email - 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 Best Burger OST (WIP) https://soundcloud.com/nathan-cleary-123/sets/best-burger-ost Best Burger OST - Best Burger Big Boss Battle! (BBBBB) https://www.youtube.com/watch?v=XSyWKV1hoME Super Ubie Land 2 OST (WIP) https://soundcloud.com/nathan-cleary-123/sets/super-ubie-land-2-ost-work-in Infinity PBR OST https://soundcloud.com/nathan-cleary-123/sets/infinity-pbr-ost-sfx Godcaster OST https://www.youtube.com/watch?v=DZzlDCOyGaw Super Ubie Land 2 OST (WIP) https://soundcloud.com/nathan-cleary-123/sets/super-ubie-land-2-ost-work-in Episicava OST https://soundcloud.com/nathan-cleary-123/sets/episicava-ost Best Burger OST - Lenny's Load Up Groove - Take 1! https://www.youtube.com/watch?v=ncZYEmMt1jQ Mummy's Day Massacre OST https://soundcloud.com/nathan-cleary-123/sets/mummys-day-massacre-ost Phuture Funk https://vimeo.com/171314152 Unity3D - Connect SFX https://soundcloud.com/nathan-cleary-123/sets/unity-connect-sfx Dove Ad https://www.youtube.com/watch?v=1Qq_w_SHNJU Axe Ad https://www.youtube.com/watch?v=xEdOVEynuBs Composition Showreel https://soundcloud.com/nathan-cleary-123 Wwise, Music and SFX Reel https://vimeo.com/146036711 Infinity PBR https://www.youtube.com/watch?v=zy_35WJox80&t=29s Super Ubie Land 2 OST - Super Casino Land! https://soundcloud.com/nathan-cleary-123/super-ubie-land-2-ost-super-casino-land-work-in-progress Unity 3D - Connect Messenger SFX https://soundcloud.com/nathan-cleary-123/sets/unity-connect-sfx Composition Showreel https://soundcloud.com/nathan-cleary-123 Wwise, Music and SFX Reel https://vimeo.com/146036711
  9. 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.)
  10. 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?
  11. When the sound object gets created?

    I create new game object with var game = new Phaser.Game(STAGE_WIDTH, STAGE_HEIGHT, phaser.AUTO, HTML_CONTAINER); and right after this line I call to set game.sound.mute = true/false depending on the saved value in window.localStorage. But the problem is, when I console.dir(game), it prints the structure of the Phaser game object but game.sound is still null, so I cannot set the sound to muted or unmuted at that moment. When does game.sound sub-object gets created?
  12. This video one of a few that has been stuck in my head over the last few days. The sound effects and graphic animations would be great in a game!
  13. Greetings!I'd like to present you the new platform where you can acquire licenses for music and sound effects: www.sounds4media.com Every file here is composed/produced/designed and owned by one person. It is a bypass for a corporative system: there are only few terms for using our products and it's definitely easier to make a specific deal with us To keep track with the new content on our site you can also follow us on Facebook. Search for Sounds4media - music and sound effects library or click link: https://www.facebook.com/SOUNDS4MEDIAcomWe also post some news, interesting stuff about sound design etc.
  14. Phaser.audio vs Phaser.sound?

    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?
  15. 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.
  16. phaser cordova media

    Hi guys I've created a game using Phaser, and built it with Phonegap for android. Now it works kinda well on most devices, but it looks like older devices make no sounds. I managed to get that Phaser is using Audio tags, that have quite a problematic support on older devices (such as Galaxy S3). I got that most suggest to just work with Cordova media plugin. I think I have the needed talent to either edit Phaser, or find a way to create a plugin, that will utilize Cordova media plugin, whenever it's available. However, I really don't want to do any work that was already done. If any of you know of a similar plugin, that allows the usage of the cordova media plugin, within phaser - it'll be very much appriciated. Thanks in advance Yair
  17. 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.
  18. hi, i am trying to play sounds on my game, and i tried testing sounds on webpage, and webapp. webpage does play the sounds and bgm however webapp does not play any sounds(add to homescreen) this problem only seems to occur on IOSphone(tested on iphone 5 and 6) not trying to find other solution(using html5 to play sound) rather if there possible fixes
  19. How to add sounds to Weapon?

    Currently, in my game. I've done the following if (player.fireButton.isDown) { //firing straight up player.weapon.fireAngle = Phaser.ANGLE_UP; player.weapon.fire(); this.shootSfx.play(); } The issue with this is that when I hold down the `fireButton` the first millisecond of the sound is played on a loop. Basically, the sound just keeps resetting. How do I set it up so that it has to play the full sound clip before starting again? Also, are there any Phaser examples of sounds and weapons being used together?
  20. 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?
  21. Cordova Crosswalk with Phaser

    Hello everyone, I read lots of articles about android being terrible in decoding audio. But I don't understand. I run my phaser game on android in browser it work perfect with sound and music and it work perfect when its wrapped with Cordova only. The problem is when I integrate crosswalk in it, no sounds are playing at all and when I order the loading screen to wait till decode just a 1 second long sound file (mp3, 44100) it doesn't continue, just stuck there. I tried cordova-media-plugin and still nothing is working. I am using the latest crosswalk and latest cordova. Any help plz,
  22. https://youtu.be/_cW3ZUB6s1k https://youtu.be/fKIRMHZRSGg HI. I’m a composer/producer from Korea. I graduated with a masters degree in Film and Digital Music. I’ll make unique music for your game/film cheaply. I’m working on building up my portfolio, so any project will be welcome. send me your project’s information and genre of music to sound.rino@gmail.com tell me how much you can pay for it ( any price would be fine, even if it’s not that much ) thank you!
  23. https://youtu.be/_cW3ZUB6s1k https://youtu.be/fKIRMHZRSGg https://youtu.be/29ibmzGAHYA HI. I’m a composer/producer from Korea. I graduated with a masters degree in Film and Digital Music. I’ll make unique music for your game. I’m working on building up my portfolio, so any project will be welcome. send me your project’s information and genre of music to sound.rino@gmail.com thank you!
  24. PHASER sound problem

    Hi, i can't play sound only on android chrome, getting error "phaser.min.js:21 An AudioContext in a cross origin iframe must be created or resumed from a user gesture to enable audio output". Any solution?
  25. Now i'm buiding a player music. I created play with: play, pause, resume, and created process bar when playing. But I have a problem, i want to change current time of music when it's playing. but i can't not change it. i using code, but currrentTime not change when sound is playing. // in create function: music = this.add.audio('audio-song'); music.play(); // when click pointer in process bar music.currentTime = 20000; // 20s after