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Found 113 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. Thanks, Nathan Godcaster Phuture Funk Dove Ad Axe Ad Composition Showreel Wwise, Music and SFX Reel
  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 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.,NathanGodcaster Funk Ad Ad Showreel, Music and SFX Reel
  3. 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.)
  4. 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.'sound.correct', 'assets/sound.general/sound.correct.mp3'); general_sounds[0] ='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 (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?
  5. 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 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:'music_main_menu', ["assets/audio/m4a/menu_main.m4a", "assets/audio/ogg/menu_main.ogg"] this.sound ="music_main_menu"); and then, create a button in create function: button = game.add.button( + 350, + 150, 'btn_test_audio', this.actionOnClick, this, 2, 1, 0); Then, i have this in action click function:"",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.
  6. 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?
  7. 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!
  8. I see the docs at the moment and found that there are two functions which seem identical in nature but are called differently., 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?
  9. Greetings!I'd like to present you the new platform where you can acquire licenses for music and sound effects: 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: also post some news, interesting stuff about sound design etc.
  10. 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
  11. 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).
  12. 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.
  13. 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
  14. Currently, in my game. I've done the following if (player.fireButton.isDown) { //firing straight up player.weapon.fireAngle = Phaser.ANGLE_UP;;; } 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?
  15. 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?
  16. 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,
  17. 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 [email protected] tell me how much you can pay for it ( any price would be fine, even if it’s not that much ) thank you!
  18. 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 [email protected] thank you!
  19. 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?
  20. 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 ='audio-song');; // when click pointer in process bar music.currentTime = 20000; // 20s after
  21. hello, I'm Sebastian and I'm an audio designer/producer, I have produced 2 sound effects packs that you can use for free. All sounds are licensed by CC BY-SA license. To check the 2 packs on my website: Or on my Youtube channel: Best wishes with your games and projects.
  22. WebAudioFont is a set of resources and associated technology that uses sample-based synthesis to play musical instruments in browser. See for source, demos, examples. Feel free to use WebAudioFont in your games and applications.
  23. 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 I also have an additional portfolio at I have flexible pricing options that cater to any budget. Contact me at [email protected] 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
  24. Hi! In my Babylon scene I have a room with a plane, representing a screen. My idea is to display a video on this screen when it's clicked and turn it of if it's clicked again. Code: var screen1 = scene.getMeshByName("Lerret");activateVideoTexture(screen1);function activateVideoTexture(mesh){ mesh.actionManager = new BABYLON.ActionManager(scene); var action = new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPickTrigger, function(){ mesh.material.diffuseTexture=new BABYLON.VideoTexture("video", ["01_Tumor-Glioblastoma.mp4"], 640, scene, true); mesh.material.emissiveColor = new BABYLON.Color3(1,1,1); }); var action2 = new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPickTrigger, function(){ mesh.material.diffuseTexture.dispose(); mesh.material = new BABYLON.StandardMaterial("texture1", scene); }); mesh.actionManager.registerAction(action).then(action2);}I've got to major problems: 1: When the VideoTexture is activated/applied the screen only show the very top left corner of the video (i think). The screen is all brown, which is the color in the top left corner in the video. It seems like the plane just projects the color of the top-left pixel in the video I also get this warning in the console "[.WebGLRenderingContext-05B3F9D8]RENDER WARNING: there is no texture bound to the unit 1" So how do I make the video fit/stretch to the size of the plane it is applied to? I've set the size parameter to 640, which is the pixel width of the video. Don't know if it is this "size" is refering to. 2: When you click the second time I want the videoTexture to disappear, which actually works as it is now, except that the sound continues. How can I handle this?
  25. Hi, I'm really new to phaser and having some issues with my game on which I created a script that when the player clicks or goes outside of the game (e.g. clicks another tab), the music should be paused and when it resumes (user clicks back in game), music should continue. The issue is that when the game continues, it music starts over the very beginning. I've followed some of the examples that I've found here but still does not work. Anyone experiencing the same thing or it's juts with my implementation? var introState = function(game){ }; introState.prototype = { preload: function(){'intro', '../music/intro.mp3'); }, create: function(){ recording ='intro');; game.onPause.add(pauseMusic, this); game.onResume.add(resumeMusic, this); }, render: function(){ } } function pauseMusic() { recording.pause(); } function resumeMusic() { recording.resume(); } This is just one of a state with in my game. Any help is appreciated. Thanks