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Found 139 results

  1. Hi, My name is Nathan, I'm a Professional Freelance Composer and Sound Designer based in Osaka, Japan. I have worked on all kinds of projects, from AAA Companies such as Unity, Pinewood Studios, Armor Games and all the way down to Indie Dev teams of just a few people or so. I am currently looking for new and 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 I try to keep as up to date as possible on my website and the links included below. I am passionate about what I do and am always available to contact during the game design development to tweak, mangle and create the custom sounds you need for your game. 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 BandCamp - https://nathancleary.bandcamp.com/ Spotify - https://open.spotify.com/artist/0ASVDsriw2oHGlDenLK2TN?si=BOxqRPKNThCoQPKS7WYddA Royalty Free/Asset Stores: Unity - https://assetstore.unity.com/publishers/26063 Itch - https://nathanclearymusic.itch.io/ UNITY ICONS Project https://www.youtube.com/watch?v=1PuGuqpHQGo https://www.youtube.com/watch?v=hzCN9CdOsP8 https://www.youtube.com/watch?v=Gtm8xnA6oxc https://www.youtube.com/watch?v=k-6370QSMt8&t= Chook & Sosig: Walk the Plank! OST https://nathancleary.bandcamp.com/album/chook-sosig-walk-the-plank-ost https://open.spotify.com/album/5kcXIVpSDq550YxcIoSwLV?si=j5X2zsbOQ2KRhXIhuubCFA Samurai Zero OST https://www.youtube.com/watch?v=3GMZD_Au6pE https://nathancleary.bandcamp.com/track/return-to-zero-ft-supreme-sol-rex-conception https://open.spotify.com/album/4NZXpb6P8O2q9UWwcqj8ZR?si=cqniqqAvTiOTaZ2J97uEfA OFF CUTS Album https://nathancleary.bandcamp.com/album/off-cuts https://open.spotify.com/album/2AJGT2ZfEUYotGPkpkVb4b?si=qOHUHxO9RCK1pIyiid39Kw Crisp Cube OST https://nathancleary.bandcamp.com/album/crisp-cube-ost https://open.spotify.com/album/4kUhG1T7aaGTWcVdO1Dnaa?si=8UPPmjlYQqS1mSSlkUZrBQ Best Burger OST https://nathancleary.bandcamp.com/album/best-burger-ost https://open.spotify.com/album/33u7cRnNyqGH4C7foEKZ7R?si=MQWCE6-bRtmL6QnS03uzqg https://www.youtube.com/watch?v=XwJ4i45qqCw&t=2s VGM Party Pack! https://nathancleary.bandcamp.com/album/vgm-party-pack-wip https://www.youtube.com/watch?v=32BzuM5iozA&t=60s https://www.youtube.com/watch?v=EDK_eq-EJZE Infinity PBR https://www.youtube.com/watch?v=kqSDHCssJqY&feature=youtu.be https://nathancleary.bandcamp.com/album/infinity-pbr-selected-works https://open.spotify.com/album/3PACK1bKUGTrhpntXynoDZ?si=z18FrsUUQ8mRBXviHd9cmw Episicava OST https://nathancleary.bandcamp.com/album/episicava-ost https://www.youtube.com/watch?v=Bl-V2ZyUJ3A https://open.spotify.com/album/5JwKM9ID1ktzLSuvVMS8bE?si=EON3z3YoQISX6Zl8wqHm3w Mummy's Day Massacre OST https://www.youtube.com/watch?v=zOeDhH8wqyo&t=270s https://nathancleary.bandcamp.com/album/mummys-day-massacre-ost https://open.spotify.com/album/4OKJFV6ZA8Dc37nSMpJYgX?si=RQyyzWZ-TXK_-nOvxHxoCg 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 2018 https://nathancleary.bandcamp.com/track/nathan-cleary-composer-reel-2018 Wwise, Music and SFX Reel https://vimeo.com/146036711 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. Greetings, stranger! 😄 My name’s Max, I am a sound-designer and a music composer. I’ve worked on a lot of different projects: games, cartoons, advertisement, worked with Voice actors (and time to time I do voiceovers by myself). Multi-instrumentalist: I play guitar (electric and acoustic), bass, drums and keys, which fact makes me a lot better in Music Composition. And all my music production skills and knowledge makes me doing better things in Sound Design. Isn’t it great? 😉 I am always ready for some freelance projects and now I can participate into your Project for $8 per one sound effect! So, let’s start with my favourite recent project I made sound effects for:
  3. How to load sound in a game at runtime using ajax call
  4. Hello! My name is Esteban Tamashiro. I'm a composer for Videogames and Films. I have a degree in Music Composition, and recently, I won a scholarship to study a Master in Music Composition for Visual Media in Barcelona, Spain. I compose in many styles of music, and I offer free short demos for serious projects. If you need music for your project feel free to contact me! Contact: estebantamashiro@gmail.com My music: Memory Trees OST (RPG) Listen > https://soundcloud.com/esteban-tamashiro/sets/memoy-trees-forget-me-not-ost Dawn Drop OST (VIsual Novel) Listen > https://soundcloud.com/esteban-tamashiro/sets/dawn-drop-ost More works: https://soundcloud.com/esteban-tamashiro https://vimeo.com/estebantamashiro Contact: estebantamashiro@gmail.com
  5. Play "Offerlings" in your browser" For the game jam Ludum Dare 43 we decided to try out BabylonJS. We knew we wanted to create 3D game and for it to run on the web and on mobile browsers. We'd previously created our own JS engines with THREE.js as the renderer, but the time constraints of the game jam (3 days) meant we wanted to an existing game engine. We looked at other game engines that had HTML5 exports (Unity, Godot, Unreal), but none of them really worked on mobile. We're really happy with using BabylonJS, the examples were great for learning how to add various features into our game. Looking forward to the AmmoJS plugin in version 4.0! Let us know what you think of the game, and if you spot any problems.
  6. Hello there. What is intended method of playing the same sound multiple times *concurrently* without re-downloading the sound file from the server? const gunshot = new BABYLON.Sound('foo', "sounds/gun_semi_etc.wav", scene, null, { volume: 1 }) If I have multiple players or bots in my game, any of them can produce gunfire. As each of them shoots, I end up with a separate web request per entity: I'm accustomed to howler, where the first time a sound is created, like 'foo.wav' it will load it from the server. Any subsequent sound objects created that play 'foo.wav' will build themselves from the same sound data without an xhr. How do I accomplish the equivalent? TY TY
  7. Hello, I try to play multiple short sound files. The problem is that it looks like sound files are not being played from cache - when I replay the sound which wasn't played for some seconds I see a noticeable screen freezing, like lag. It feels like JavaScript removes it from cache after 1-2 seconds and then reads/loads the file again on replay. I tried to play sounds with 2 methods: 1. directly: this.sound.play("soundname"); 2. from the instance: var music = this.sound.add('soundname'); ... // After some delay during the game music.play(); but result is the same - freezing is very noticeable on almost all replays. Maybe it's not a cache problem, it just feels like that. What can I do to prevent freezing (or to stay sounds in memory)?
  8. Hi! My game has two BG audio tracks: one for gameplay, and another for menu. I start the scene playing both, the menu sound have volume = 0. When I open the menu i call a tween that raises the menu music to max and decreases the game music to zero. When menu is closed, I call a similar tween that decreases menu music to 0 and increases game music to max volume. It works on Chrome and FIrefox. On Internet Explorer 11 it does not work. After some investigation, I found the volumes are completely ignored. Both sounds play at maximum volume simultaneously. Is there any workaround?
  9. 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.
  10. 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!
  11. 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.
  12. 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
  13. 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
  14. 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?
  15. 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. 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.
  17. 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:
  18. 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!
  19. 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?
  20. 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.
  21. 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.
  22. 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. 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.
  24. 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?
  25. 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.)