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  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
  2. Hi! I am offering my services as a sound designer / audio programmer for your game projects. I can offer a wide variety of styles for your videogame, from atmospheres and cutting edge trailer style sfx to original foley recording, design and implementation. Some of my projects: contributing in games like Thrive and Tonka, designing sounds and sfx for an upcoming open source MMORPG project, and designed sfx and tracks for companies like Sencit Music and Pinewood Studios. My experience ranges in designing audio, dialogue, audio cleanup, and audio implementation. I am familiar
  3. 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 sound
  4. Hello , my name is Nick Dragonas and I compose original music for Video Games , T.V. , Films , Commercials etc., and work as a freelancer. I would appreciate it if you had a look at my website https://www.dragonasmusic.com/ and checked out my music portfolio. Please do not hesitate to contact me for any further information. Thank you very much for your time and I am looking forward to hearing from you soon. Kind regards , Nick Dragonas Dragon Music www.dragonasmusic.com
  5. Hello there, I'm a sound designer / music producer who creates audio for games, animations, films and also works as a ghost producer. If you ever need anything audio-related (Music / Sound Design / Audio Integration / Adaptive Music / VO / Audio Editing etc) please feel free to message me. I would be happy to contribute! DEMOREEL: SoundCloud Website e-mail: contact@chirpchirpsounds.com chirp-chirp!
  6. Having issues fading out audio and play them again without duplication. I wondered if I'm using the pixi.sound library wrong as I've been setting a let music = PIXI.Loader.shared.resources[audio_name].sound and fading out that audio using it's volume. Then I create a new object with a variable for the same sound and now I get two versions of the audio... is there a common pattern for playing and stoping audio to stop duplication?
  7. Hello! I'm an orchestral music composer with more than 4 years of experience. I specialize in composing dark orchestral tracks, but can do other styles too. You can see some of my work in my YT channel here: https://www.youtube.com/channel/UC7eFegoi6Y-CIDTLbEMbLFQ I'm currently charging $80 USD per track composed, as long as the track does not exceed the 2 minutes of length. Shorter tracks below 1 minute can be negotiated. I can have a track done in 1-3 days. If you are interested in hiring me or want to know more about me or my compositions, you can contact me via e-m
  8. Hello developer! We are Juan and Alberto from Groovel Studio. We do music, sound design and we've been working on videogames for +4 years. Maybe you need profesional audio for your game, or maybe you got a team working seriously on a colaborative indie title, or maybe you are planing to have fun at next -insertAnyName- Game Jam. We can do all of that. Click Here to Listen some of our orchestral music! Click Here to Listen some of our ELECTRONIC music! Contact me via e-mail at groovelstudio@gmail.com and lets do games.
  9. <scene>.load.audio("mainTheme", "glitch.com assets url") <scene>.sound.play("mainTheme") I want to import audio file with a url but that seems don't work
  10. Hi! My name is Esteban Tamashiro. I am a freelance composer with experience in several kind of games. I hold a Master's Degree in Music Composition for Visual Media from the Conservatori Liceu. I am particularly interested in RPG, JPRG and Visual Novels, or any based-story game. I offer a FREE DEMO for indies developers. WEBSITE: www.estebantamashiro.com CONTACT: estebantamashiro@gmail.com Last Works: Memory Trees OST (RPG): Listen > https://soundcloud.com/esteban-tamashiro/sets/memoy-trees-forget-me-not-ost _________________________________________________
  11. 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 $8 pe
  12. Hi guys! New with PIXI and have some troubles with loading audio with PIXI.loader. startButton.on("pointerdown", function(){ changeLanguage('eng'); startAnimationBoard(); }); espButton.on("pointerdown", function(){ changeLanguage('esp'); startAnimationBoard(); }); function changeLanguage(lang){ if( lang == 'esp'){ sound.add('sceneLogo', './objects/mp3/esp/1.mp3') .add('scenePlay', './objects/mp3/esp/2.mp3') .add('sceneBalance', './objects/mp3/es
  13. How to load sound in a game at runtime using ajax call
  14. Hi, I've noticed that switching between states or entering next state causes frame drop in my game. First off all I need to say that I'm using Phaser.State in a little bit different way. I've split my game in multiple sections, like: IdleState, MovingState, AnimatingState, BonusGameState, etc....I was testing the game on my desktop PC, disabled practically all my code and also hidden all display objects. The only thing left in my game was testing the state switching, which resulted to be the main issue for the frame drop. It happens only twice, once you enter a new state. First frame dr
  15. Hello guys, My name is JK. I'm a professional video game and theme music composer. I've written music for video game developers for many years. Below is my area of work for video game and theme. A Wide Range of games Action, Adventure, Casual, Puzzle, 8bit/chiptune, Arcade, Sci-fi, fantasy 2.Production & Media Video Channel/ Presentation, Podcast, Cartoon, Movie, Anime, Corporate, Business, Inspirational Themes, Advertise. If you're interested in hiring me, you can listen to music and check out my gig on this site https://www.fiv
  16. Hi folks, I want to buy mic for recording some sound fx and voices for our characters. Budget is under 300$. What you recommends? I know that there is bunch of videos on youtube about it, but i need it for game sound fx, so i think it is correct place to ask about it. Thanks!🎤
  17. Hunt prehistoric creatures with your friends online. Build your own base, craft tools, and weapons to survive in a large-scale true cross-platform open world game. This game is an application of the engine I’ve built, to prove a statement: It is POSSIBLE to build a 3D version of the Internet, where instead of browsing through websites, we could jump from one 3D space to the next. I “invite” everyone to make this happen. I want you guys to build your own 3D spaces implementing your own ideas what the web should look like in the future. We could just link them all together and mak
  18. My question is in reference to audio tied to a mesh, so volume and panning are handled by the BABYLON engine. This works great for wav and mp3 audio files but lately I've wanted to use generators like tone.js to generate tones with javascript. It seems that BABYLON audio requires a URL to insert audio into the audio chain but is there any way to use the audio engine in BABYLON with tones generated with tone.js and the web audio API without rendering them to wav or mp3?
  19. Hello, my name is Esteban Tamashiro. I am a freelance composer with experience in several kind of games. I am particulary interested in RPG and Visual Novels. I have a Degree in Music Composition, and I am Piano Teacher Grade 5 from the Yamaha Music System. You can listen to my music here: Memory Trees OST (RPG): Dawn Drop OST (Visual Novel): More of my work here: https://soundcloud.com/esteban-tamashiro https://vimeo.com/estebantamashiro Contact: estebantamashiro@gmail.com
  20. 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.
  21. I'm working on a game with seamless background music and figured I'd share my findings to help others. I'm just using Phaser's standard sound.play('', 0, 1, true) code to play loops. (Have since discovered I can also use sound.loopFull()). I didn't want to mess with outside solutions like seamlessLoop.js, which I'm not sure would work across all browsers anyway. Here's the run down on the file formats: OGG - Good for seamless loops in Firefox and Chrome. M4A - Good for seamless loops in iOS. When I first posted this I thought that I was stuck using the Apple Lossless codec (loss
  22. Does anyone know if there's a reason why spatial audio doesn't work when animating a camera towards a mesh that has an audio source either attached or placed in the same position? My project has an Arc Camera parented to a mesh, which is then animated around a scene. I've set up end points where the camera parent will animate to, with the idea being as soon as it approaches the centre of the target position the spatial audio will kick in. However, in practice this doesn't appear to ever happen and in fact the only way I seem able to get it to work at all is if I manually zoom or move the
  23. I'm trying to develop an audio rhythm based 2d html5 game and need some advice. I'm trying to develop the logic to sync the audio with the games animation. I do not need a constant animated sequence nor do I need to sync user input but I do need the animation to play once per selected be at and on time/ beat and be able to increase the number of beats eventually animating on almost all notes per bar for the duration of the audio. Now I've researched various method on how to compensate FPS for BPS when trying to sync audio with visual/ input tasks but I'm wondering if this is overkil
  24. I try to fade volume of (web-audio) sound by tween behavior, here is a test case. The volume is fading in my speaker, but the sound.volume property : always return 1 in firefox browser, which is incorrect fading from 0 to 1 in chrome browser
  25. 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
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