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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. Hi! My name is Radmir. I am a professional musician - composer, sound-designer, sound engineer. I play string, keyboard, percussion instruments. I 've been doing music for over 10 years. I carry out a full cycle of works on music creation: Recording, mixing, mastering - creating music of any genre for animation, mobile and computer games, TV series, short and full-length films, commercial videos, advertising, etc. I work with Steinberg Cubase, Pro Tools, Logic Pro. Record sound on professional studio equipment. Portfolio: Creating a music I want to help
  4. 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 managin
  5. 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
  6. I think if you have done these lines of code: this.load.audio('staraudio', 'assets/starAudio.mp3'); this.load.audio('jump', 'assets/jump.mp3'); then you can do: this.sound = this.sound.add('jump'); this.sound.play(); and then after a user does something a little latter this.sound = this.sound.add('staraudio'); this.sound.play(); the first one works, the secon
  7. 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?
  8. Hi Everyone, I was working on a Phaser based website and as a part of the integration I needed to provide some objects interaction based on the song frequency data. To achieve this I needed to write a new Phaser plugin. This plugin allowed me to create a new extended type of Phaser.Sound object that provide real time sound data analyse. And now I want to share this plugin with all of you . Here you can view the demo http://zarkokaktus.byethost3.com/Phaser/sound_analyser/index.php You can GIT clone/download it from here: https://github.com/KaktusFlame/phaser-sound-analyser In the backg
  9. Hi everyone! I am going to load sound file in vue-pixi. I have no way to do this! Please help me. Thanks
  10. 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
  11. How to load sound in a game at runtime using ajax call
  12. 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) Lis
  13. 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
  14. 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 b
  15. 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
  16. 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 a
  17. 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 an
  18. 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.
  19. 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
  20. 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
  21. 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?
  22. 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 a
  23. 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.
  24. 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:
  25. 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!
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