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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 people know themselves and feel the world around them deeper. Good music can treat. Knowing music, you first of all know yourself, because you are music! Contacts: E-mail: [email protected] Skype: radmirguitarhero Telegram, WhatsApp: 7-(911)-903-96-59 I will be glad to cooperation!
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does anyone know why this Code section does not trigger on the "complete" event? Everything else works smoothly. Also I do not get any error. Using PixiJs v5. sound v4 $vm.sound = PIXI.sound.Sound.from(audio); $vm.sound.volume = 1; $vm.sound.autoPlay = true; $vm.sound.complete = () => { console.log('endsAudio00 1',1); $vm.joins = PIXI.sound.Sound.from({ url: resources['joins'], volume: 1, }); };
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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:
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Is there a JavaScript library/technique to detect different types of sound? Yesi know this is kinda of a long shot but I'd like to detect clapping and blowing. So to clarify, the app would turn on the mic, then figure out when the user claps or blows. Update: this has potential https://www.tensorflow.org/js/tutorials/transfer/audio_recognizer
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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 - [email protected] 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
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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 with implementing and designing sounds and music using Wwise. I have also used Wwise in conjunction with FMOD and Unity, as demonstrated in my clips of games like LIMBO and RollingBall, which can be found on my website. I am also an avid user of DAW's such as ProTools, Reaper and Logic. Throughout my music career; session drummer and sound engineer in a variety of studios around London and Barcelona, I have developed a detailed and sensitive ear which has helped me bring new insights into my sound design. If you are interested, I would be glad to hear about any ongoing project or projects. I am also open to Rev-Share or non profitable projects if interesting enough, I am always open for new and interesting concepts. Here are a few examples of my work and my website for future reference. Sound Design Audio Reel https://www.jbsounddesign.com/ Let's chat and see how I can help you and your team achieve your goals and creative vision. Drop me an email at [email protected] All the best HTML5!
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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.
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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
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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 second .add gets me StarsGame.js:18 Uncaught TypeError: this.sound.add is not a function i even coded a function to change sounds; changeSound = function (number) { if(number ===1){ this.sound = this.sound.add('jump'); } if(number ===2){ this.sound = this.sound.add('staraudio'); } } and I can call that from various places in my game (once) and then do a this.sound.play(); if I call it only once, using either a 1 or 2, then that sound works throughout the game, but if I try and call it a 2nd time to change the sound (or even just passing in the same int as the 1st time, I get StarsGame.js:18 Uncaught TypeError: this.sound.add is not a function It makes me think I need to call some function I can't find, like this.sound = this.sound.clear(); this.sound = this.sound.unload(); or something so that it will again allow me to pass in a sound key. thanks
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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?
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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 background, this object uses AnalyserNode from Web Audio API. This node is attached to Phaser main sound context. If Phaser doesn't use context and Web Audio API then you can set this object to provide fake data and still have the visualization effect . Here is some simple explanation for all four new extended objects you will have with this plugin: https://github.com/KaktusFlame/phaser-sound-analyser#about-objects-in-this-plugin In short, this objects are in the following relationship: We need to create Phaser.SoundAnalyse object so we can get sound analyse update on every game thick (only if sound is in play state)We need to have graphical representation of this sound analyse data, and for that we will use Phaser.BitmapDataSoundAnalyze. We need to add this texture to Phaser.SoundAnalyse so on every sound analyse update this texture will be auto updated. We need to set this texture to sprite object so we can make it visible on screenIf we want to have all in one visual representation of the sound, then we can create Phaser.SoundAnalyseSprite that will handle creation and linking of all other sound analyse objects for us This is a simple demo how you can use it: // create new Phaser game var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create }); // function called on game asset preload function preload() { // load SoundAnalyse plugin script file game.load.script('soundAnalysePlugin', 'js/plugin/SoundAnalyse/SoundAnalyse.js'); // load song file game.load.audio('song1', 'audio/All_Time_Low__Time_Bomb.mp3', true); } // function called after all assets are loaded function create() { // create plugin instance var soundAnalyse = game.plugins.add(new Phaser.Plugin.SoundAnalyse(game)); // create new Sprite sound analyse object var soundAnalyseSprite = soundAnalyse.add.soundAnalyseSprite( 20/*x*/, 200/*y*/, 530/*width*/, 200/*height*/, "song1"/*sound key*/, true/*auto play*/, this._onDecodeFinish/*decode finish callback*/, this/*callback context*/); // show frequency domain chart bars (this is only one of eight other visualizations) soundAnalyseSprite.showFrequencyDomainChartBars(true); }What do you thing about this plugin? Some of the ideas you can achieve with this plugin (not included): - You can create water surface that dance by the music played in your game. - You can make sprite object act or do staff at some sound frequency - You can make other type of visualization, bubbles that shrink and squeeze by the sound amplitude data for example - And many more
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composer [MUSIC] E. Tamashiro - Composer for Hire
Tamashiro Composer posted a topic in Services Offered
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: [email protected] 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: [email protected] -
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.
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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
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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)?
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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?
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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!
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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.
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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
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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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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?
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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).
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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.