Audio (heard) output of a game.
0
votes
1answer
104 views
Play .mp3 with Craftyjs
I want to play .mp3 sound files in a game I built with Crafty.js. Is this possible without converting the sound file?
2
votes
0answers
140 views
How to prevent multiple playing sounds from destroying your hearing?
The problem is that when I play 100 sounds almost at same time, all I hear is noise. It's not very attractive to listen it for 30 minutes straight.
I tried to fix this by allowing only 1 sound of ...
1
vote
0answers
57 views
How do I remove unwanted areas while keeping the animated keyframes and wav in sync?
I recorded a motion-capture along with voice as fbx and wav. How do I remove unwanted time periods while keeping the animated keyframes and wav in sync?
3DS MAX 2012 is being used. Standard plugins ...
0
votes
0answers
36 views
Is OpenAL enough to create mod-like sound?
Can OpenAL play sound sample, do tone shift, play it backwards, play back and forth, repeat part of it, slowly dicrease volume? I want to repeat functionality of xm and mod trackers.
I'm not sure ...
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votes
0answers
44 views
syncing multiple audio tracks on Android
I'm trying to create a music based game (similar to "my singing monsters).
the idea is that I have a scene where I can place and remove a few different characters from the scene, each character has a ...
0
votes
0answers
30 views
LWJGL: Volume of playAsMusic() does not change?
I am having problems with the playAsMusic() method of the lwjgl (slick-util lib).
No matter what I set for the gain, the second parameter, the volume remains the same (yes, I restart the song ...
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votes
0answers
27 views
Auditioning audio in real-time on iOS game
I've heard of fmod which is an audio engine came with fmod studio to adjust sounds in real-time while testing a game. But fmod requires a huge license fee so I'm looking for free alternative to fmod ...
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votes
0answers
38 views
How do I initialize audio to use DUMB with SDL?
Am I able to just call SDL_Init(SDL_INIT_AUDIO); to initialize the audio and DUMB is good to go, or do I have to set the SDL_AudioSpec parameters and call SDL_OpenAudio(parameter1,parameter2);?
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