Questions tagged [audio]

The audio component of a game, representing what the player will hear. Comprised of dialogue, music, and sound effects.

Audio refers to the superclass that houses all game elements that are heard. It serves many purposes, from ambient illustration of a scene, to noting the significance of an event, to telegraphing enemy behavior. Often used as an external asset. Audio is comprised of 3 primary forms.

  • Dialogue, which is the spoken words of characters in the game. Modern games almost all feature voice acting of some form.
  • Music, which is the background songs that play as a part of the scenery. Vocals that are part of these songs count as music, not as dialogue. See: .
  • Sound Effects, which are the sound elements that represent in-game events from the clink of toasting glasses to the roaring blaze of a fire. See: .

Questions under this tag deal with the management, integration, and utility of audio assets in games, especially when the primary form is unspecified or not of general importance to the nature of the question. For questions on musical and sound composition, consider including the tag for that specific form of audio.

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Maximum audio delay before the player notices?

Given some event in a game, what is the maximum delay to producing audio that the player will properly associate the audio with that event (and not perceive lag)?
edA-qa mort-ora-y
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Physics-perfect (or somewhere near) 3d sound engine

I'm new to game programming, although I have some years of experience in console/web development. My problem is not so much that I can't find what I'm looking for, it's just that I don't have the terminology to actually perform a successful…
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Dynamic audio score/music

I'm interested in developing a game who's background music changes with the mood and scenario of the game's action. Of course many existing games do this (halo for example), but I was interested in any resources/papers/articles talking about the…
Joel Martinez
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How to choose a success and failure sound

I create a math game where the user has to solve an equation. If the user is right, the application plays sound A. If he's wrong, it plays sound B. What criteria should I use to choose sounds for A and B?
Christian
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Maximum sensible audio sample rate

I work as a multi-purpose engineer/developer at a very small startup game company. Recently, I've been asked to help out with audio development and editing, and I've been mostly able to hold my own. I'm unfamiliar with sample rates though: I…
Morgan Patch
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How to offer directional ambient audio

I'm working on a game side-project that will be heavily audio-based. One feature I'd like to offer are ambient sound zones which correspond to locations of nearby areas. Say for instance the player is standing on a beach with waves breaking to the…
Nolan
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Does dynamic DSP exist in any game engine today?

I'm interested in changing audio in my games and adding things like distortion (or you name it) to them dynamically. For instance: Increase the distortion of a song playing from a radio the closer a player walks to it. Basically, I want to know if…
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Implementing audio for a game made using JMonkey?

Is it possible to implement music/SFX in game made using JMonkey? If yes, how did you do it? What did you use?
ericuus
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Audio Engines , do they work on CPU, GPU or DSP

I have been reading design specifications of the audio engines. What I am trying to achieve requires performance and I want to parallelize. Only and only while reading openAL specification it was mentioned very very shortly that if hardware…
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How can I select an audio output device in directshow

I was wondering how I can select the output device for audio in directshow. I am able to get available audio output devices in directshow. But how can I make one of these to be audio output device. Its always going for the default audio device. I…
Vib
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How should I adjust starting sample position of audio track to match next buffer fill?

I've written my own audio mixer. For Linux/Windows, my game uses SDL. On a small handful of Linux machines (including my laptop), SDL has a bug where it allocates a ridiculously large (about 120 milliseconds) audio buffer. While I'm not to the point…
notlesh
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Proper audio formats in low resolution without gaps for a game

I'm a music composer and I have to give my first job for a game. They are working in Objective C in Xcode, it's a game for iPhone/iPad. I need to know the proper audio format to give programmers since .mp3 or .aac make gaps at the start and end of…
Piluso
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Best file format for short audio clips in a video game

I am writing a video game to teach kids how to read, and as part of that I have to play short audio clips that make basic sounds. For example, the /t/ sound (the first sound in "Tiger"). I will also play longer syllable sounds, like "strong" and…
kanamekun
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Having an Audio Atlas?

Problem I have 100 textures and I want to easily load them all without writing 100 lines of code loading them all. Solution Use a texture atlas. Use this to pack them. Use pixijs or something like that as it has native support for texture…
Coder2195
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Calculating stereo sound levels from 3d sound source?

When a sound is emitted in a (first person) game world at some source position relative to the player - based on its distance away we can calculate the factor to multiply the amplitude of the wave that should be sent to the speakers from the inverse…
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