Re: Idea, me reviewing sound libraries.
actually most of the librarys has a voice reading what is on the webpage, that's true, but they also had a preview of the sounds, not all of them for sure, but at'least enough to give you a hint of what's incide
URL: https://forum.audiogames.net
Re: Idea, me reviewing sound libraries.
They had a video. Best part, it was just a voiceover reading out what was on the webpage. No sounds.
URL: https://forum.audiogames.net/post/490775/#p490775
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Re: Idea, me reviewing sound libraries.
good idea
URL: https://forum.audiogames.net/post/490767/#p490767
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Re: Idea, me reviewing sound libraries.
not a bad idea, i already got ful collections on my hard drive for that so i'm already aware of the good ones. good luck anyway.
URL: https://forum.audiogames.net/post/490763/#p490763
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Re: Idea, me reviewing sound libraries.
though, sound ideas offers previews and tracklistings
URL: https://forum.audiogames.net/post/490761/#p490761
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Re: Idea, me reviewing sound libraries.
Just make sure to garble the sounds you show that much that they cannot be used properly anymore by ripping your videos. Like put music under them, speak over them, or whatever. Otherwise licensing might become a problem.
URL: https
Re: Idea, me reviewing sound libraries.
Just make sure to garble the sounds you show that much that they cannot be used properly anymore by ripping your videos. Like put music under them, speak over them, or whatever. Otherwise licensing might become a trouble.
URL: https
Re: Idea, me reviewing sound libraries.
That sounds like a good idea.
URL: https://forum.audiogames.net/post/490751/#p490751
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Idea, me reviewing sound libraries.
I just bought a sound library yesterday from sound ideas, a foley collection. All I went on was the number of sounds and the price tag, which was a sail. There were no previews or reviews to let me actually here the sounds, and I wished there had been
Idea, me reviewing sound libraries.
I just bought a sound library yesterday. All I went on was the number of sounds and the price tag, which was a sail. There were no previews or reviews to let me actually here the sounds, and I wished there had been. Wile the library was downloading, I
Re: High Level C# 3D Sound Libraries
For simple 3d sound, not to be confused with binaural sound, you can use monoGame or SFML.
URL: http://forum.audiogames.net/post/403306/#p403306
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Re: High Level C# 3D Sound Libraries
LAV works on c that I know of besides pythonfor c# you haveFMOD, irrklang of which I still have to figure out the license, bass.NETThose are the ones I know of.
URL: http://forum.audiogames.net/post/403205/#p403205
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Re: High Level C# 3D Sound Libraries
LAV works on c that I know off besides pythonfor c# you haveFMOD, irrklang of which I still have to figure out the license, bass.NET
URL: http://forum.audiogames.net/post/403205/#p403205
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Re: High Level C# 3D Sound Libraries
Hi.Have you tried libaudioverse? I'm not sure if that's exactly what your looking for, but I know it's a 3d audio library, and I'm pretty sure besides python it has support for c++ and c# as well.Hth.
URL: http://forum.audiogames.net/post/403199
High Level C# 3D Sound Libraries
Hello.What are the solutions of 3D sound in C#?I know about Irklang, this is a very good choice, but not for commercial projects.OpenAL is a good choice, but it is a low level library.I need a simple solution where I need to enter the coordinates
Re: Any sound libraries witch you would suggest?
Try sonniss.comThey have a really good selection and some well priced libraries, even if it takes some searching.Just listen to the demos Sounddogs.com lets you buy single CD's from big, high priced libraries, which is pretty useful.Other
Any sound libraries witch you would suggest?
Hi all.So, I have decided again to start to try to make games. The real problems are sounds. I have heard That NS studios has made some cheep ones but they just seem to lak things witch I really need. So, what sound libraries would you suggest
Re: Sound libraries
If you want commercial sounds that are the most affordable around, you've got a few options, and using all of them is never a bad idea. The 1000fx library from Sony is a nice starters collection to get your feet wet, a lot of sounds from the Bsc games come from
Re: Sound libraries
thanks!
URL: http://forum.audiogames.net/viewtopic.php?pid=298501#p298501
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Re: Sound libraries
Try the [Big List of Free Sounds] on itch.io.
URL: http://forum.audiogames.net/viewtopic.php?pid=298456#p298456
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Re: Sound libraries
You're friends with Samtupy.Let him help you.
URL: http://forum.audiogames.net/viewtopic.php?pid=298392#p298392
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Sound libraries
hi guys, i making a game, but i need some sounds libraries, can you give me please, weapon sounds, tile sounds, door sounds, car soundss, and more.
URL: http://forum.audiogames.net/viewtopic.php?pid=298380#p298380
Re: Sound libraries
i searching sounds to 1 week
URL: http://forum.audiogames.net/viewtopic.php?pid=298381#p298381
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Re: Sound Libraries
sounddogs free versions give you the poorest quality though!
URL: http://forum.audiogames.net/viewtopic.php?pid=212903#p212903
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Re: Sound Libraries
Its this thread:http://forum.audiogames.net/viewtopic.php?id=15569There are a few cheap libraries out there, but theyre generally not all that great for games, in my experience.Pay-per-sound sites like SoundDogs.com and 1soundFX.com make it cheaper to get higher-quality
Sound Libraries
I am looking to do some prototyping of audio games. Do you have any suggestions for free or reasonably priced sound libraries that have a decent variety of sounds to use for prototyping? I figure if I come up with any ideas that go past the prototyping stage, then Ill look
Re: Sound Libraries
Hello, you will find good stuff on youtube and freesound.org. Also, there is a big free library in the forum, I think if you search for free library you may find it.Best regards, Haramir.
URL: http://forum.audiogames.net/viewtopic.php?pid=212299#p212299
Re: Sound Libraries
Im using Portaudio for the moment. It doesnt matter what I use, though: the audio output is completely separate from the mixer and, in fact, you could write your own if you were so inclined. The audio output code lives in a corner by itself. I will need to talk
Re: Sound Libraries
Im not sure to understand well: your final product is going to use OpenAL behind the scene, or not at all ?ABout math, in theory I have seen all that: vector calculus, derivative/integrals, multiple integrals, vector analysis, and such. However, I have problems
Re: Sound Libraries
I have dropped OpenAL. I think OpenAL sucks and hate it more than I can say. camlorn_audio uses OpenAL; Libaudioverse never did. I will never ever touch it again (unless someone pays me, anyway).Youre looking at it wrong. You cannot pull the frequency of a sound out
Re: Sound Libraries
Edit: Ive got no theory from university. This is all stuff I did outside school in my own time. Its perfectly doable, if you give it time and dont stop reading.I have dropped OpenAL. I think OpenAL sucks and hate it more than I can say. camlorn_audio uses OpenAL
Re: Sound Libraries
I have dropped OpenAL. I think OpenAL sucks and hate it more than I can say. camlorn_audio uses OpenAL; Libaudioverse never did. I will never ever touch it again (unless someone pays me, anyway).What are you using to output audio easily then ? Do you connect manually
Re: Sound Libraries
Thank you for your answer. The IOS engine sounds cool if people wanna make audiogames for IOS, but I dont know if the engine is accessible.
URL: http://forum.audiogames.net/viewtopic.php?pid=180820#p180820
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Re: Sound Libraries
Ive heard that its also hard to get a hold of the papa Sangre engine, assuming you are ready to pay whatever they ask. The problem with iOS development, however, is much more fundamental: Xcode is the example of why I consider Mac accessibility to be flawed
Re: Sound Libraries
Hi.[[wow]] what an interesting topic!Im just following the topic because I dont have much to say. But I have a question:Have you looked at the sound library, engine or what it is which is used in Papa sangre 2? I have heard that the company have released the engine so
Re: Sound Libraries
@sljI do not have access to the Papa Sangre engine. It does not run on anything thats not iOS, and is of little interest to me because of that. I would also need to pay for access. iOS and Android are in the works for Libaudioverse, but dont expect anything
Re: Sound Libraries
[[wow]] camlorn that sounds awesome!I really cant wait to see what you have created! It will be the new library for all the audio games! Half of what you said went right over my head, so that probably means that it will do way more than I need!Does your library have
Re: Sound Libraries
Well, to provide concrete details of what I have (a more detailed and much more technical blog post is around the corner, but I want a couple more things done first):the library consists of objects that you connect. Think of objects as boxes with ports on them--each
Re: Sound Libraries
[[wow]]! Im super excited for the 3D simulation!!! I totally love your explanation it is really clear!So, when you say The benchmark can manage anywhere from 100 to 200 sources in realtime on a single core...You are meaning at once?That is a ton of sounds at once!Even
Re: Sound Libraries
[[wow]]! Im super excited for the 3D simulation!!! I totally love your explanation it is really clear!So, when you say The benchmark can manage anywhere from 100 to 200 sources in realtime on a single core...You are meaning at once?That is a ton of sounds at once!Even
Re: Sound Libraries
Core audio is not like Direct Sound. Core audio, should it be available for windows, would invalidate all audio work I have ever done. Ever. Its the most advanced sound library Ive ever seen, save Pyo which has major speed issues and is Gpl (with no commercial version
Re: Sound Libraries
Hello,Since we seem to be all sort of screwed because all libraries wheither* arent reasonnably affordable* dont support 3D* have latency, delay problems and such* have very bad designed APIWhy not start something on our own, together ? The plan could be the following
Re: Sound Libraries
I already have started fixing this problem for real, but Im not accepting contributions because its going to be commercial. Before everyone jumps on me, Libaudioverse will be free for open source games by virtue of being GPL--if youre going to force closed source
Re: Sound Libraries
So camlorn is apparently writing his own sound library because he found OpenAL was much too complex and full of bugs for anything that had more than 256 sounds as well as it being chock full of broken features and bad design blunders.I personally thought OpenAL looked
Sound Libraries
Because this is such an important topic for audiogame developers, here is a thread so we can discuss them!Here is the list of sound libraries I know and their license, if you know more please post them and I can add it!OpenAL Soft LGPLBass Free for free games, $125 for one
Re: Sound Libraries
SDL, raw, Allegro ...Obviously depends on what you need to do.
URL: http://forum.audiogames.net/viewtopic.php?pid=180358#p180358
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Sound Libraries
Because this is such an important topic for audiogame developers, here is a thread so we can discuss them!Here is the list of sound libraries I know and their license, if you know more please post them and I can add it!OpenAL Soft LGPLBass Free for free games, $125 for one
Sound Libraries
Because this is such an important topic for audiogame developers, here is a thread so we can discuss them!Here is the list of sound libraries I know and their license, if you know more please post them and I can add it!OpenAL Soft LGPLBass Free for free games, $125 for one
Sound Libraries
Because this is such an important topic for audiogame developers, here is a thread so we can discuss them!Here is the list of sound libraries I know and their license, if you know more please post them and I can add it!OpenAL Soft LGPLBass Free for free games, $125 for one
Sound Libraries
Because this is such an important topic for audiogame developers, here is a thread so we can discuss them!Here is the list of sound libraries I know and their license, if you know more please post them and I can add it!OpenAL Soft LGPLBass Free for free games, $125 for one
Sound Libraries
Because this is such an important topic for audiogame developers, here is a thread so we can discuss them!Here is the list of sound libraries I know and their license, if you know more please post them and I can add it!OpenAL Soft LGPLBass Free for free games, $125 for one
Re: Sound Libraries in python
set_listener(5, 5, 90)
stereo(6, 5)
(0.0, 1.0)
stereo(4, 5)
(0.5, 0.0)Youre right, something is wrong. Ill check what happened.I realize that a simple way of managing a third dimension might be useful for several simple cases: footsteps (z=0) versus shout (z=1.8
Re: Sound Libraries in python
OK, here is what is happening: (4, 5) is considered to be slightly behind the listener so the result is divided by 2. The code is correct but a bit brutal: its 0.5 instead of 1.0 if you cross the line. Something smoother can be done.To have a less surprising
Re: Sound Libraries in python
OK, here is what is happening: (4, 5) is considered to be slightly behind the listener so the result is divided by 2. The code is correct but a bit brutal: its 0.5 instead of 1.0 if you cross the line. Something smoother can be done.To have a less surprising
Re: Sound Libraries in python
OK, here is what is happening: (4, 5) is considered to be slightly behind the listener so the result is divided by 2. The code is correct but a bit brutal: its 0.5 instead of 1.0 if you cross the line. Something smoother can be done.To have a less surprising
Re: Sound Libraries in python
So pos.py is part of pygame? I get the trigonometry, Ive just never tried using sound in any language other than bgt.URL: http://forum.audiogames.net/viewtopic.php?pid=178401#p178401
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Re: Sound Libraries in python
No,pos.py is the file that is in post 7.at SoundMUD:,It would be awesome if you could create a module that dealt with these sound problems in a very nice way. I looked on pygames website and there is nothing in their packages that help one with 3d sound in any way
Re: Sound Libraries in python
Sorry, wheres this module? It sounds like it could be useful for my computing project.URL: http://forum.audiogames.net/viewtopic.php?pid=178281#p178281
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Re: Sound Libraries in python
Hello,The pygame sound module is from pygame and the above module is to work with the pygame sound module.URL: http://forum.audiogames.net/viewtopic.php?pid=178296#p178296
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Re: Sound Libraries in python
I have never tested this till today and it only works when set_listener(5, 5, 90)andstereo(5, 5)then if you toggleset_listener(4, 5, 90)orset_listener(6, 5, 90)I know the sound support for above and below has not come yet (which you should add instantly
Re: Sound Libraries in python
I have never tested this till today and it only works when set_listener(5, 5, 90)andstereo(5, 5)then if you toggleset_listener(4, 5, 90)orset_listener(6, 5, 90)I know the sound support for above and below has not come yet (which you should add instantly
Re: Sound Libraries in python
The same mixer deals with sound (loaded before playing) and music (loaded while playing).In Python, a module is actually imported the first time only. The next times the module is only linked.The module should import pygame and eventually initialize
Re: Sound Libraries in python
The same mixer deals with sound (loaded before playing) and music (loaded while playing).In Python, a module is actually imported the first time only. The next times the module is only linked.The module should import pygame and eventually initialize
Re: Sound Libraries in python
About the delay in pygame:https://bitbucket.org/pygame/pygame/iss … ted-momentIn short, the default value for the buffer has been changed in version 1.8 to a huge value to avoid any scratchy sound while playing music. The trouble is that this value is not suited
Re: Sound Libraries in python
About the delay in pygame:https://bitbucket.org/pygame/pygame/iss … ted-momentIn short, the default value for the buffer has been changed in version 1.8 to a huge value to avoid any scratchy sound. The trouble is that this value is not suited for games. Solution
Re: Sound Libraries in python
This is fantastic thank you! I must have missed the description of the buffer size as I dont understand any of the arguments in the pre_init call. I reduced the first numbers, but never could find what the last number did. This is great!Do you know if it is better
Re: Sound Libraries in python
About the separate sound module, its your choice. Add a module if you really need it. Keep it simple.But the mixer should be initialized at the beginning, at least before the game loop starts. Initializing the mixer all the time would be useless, or worse.You
Re: Sound Libraries in python
Yes, I used those when I was first messing around with pygame. They were very helpful!Do you know if there is any good way to have a module get the focus, while of the key commands without importing pygame again? Currently I have a menu module that imports pygame
Re: Sound Libraries in python
Yes, I used those when I was first messing around with pygame. They were very helpful!Does the music section of the mixer then get the same buffer size as the sound effects? I have music that can have the huge buffer size, but I only want the music to have
Re: Sound Libraries in python
[[wow]], I just read clientmediasound.py.That is complex! Have you considered making it into a package and placing it on the pygame website? There is maybe 1 audio package on there and it doesnt do anything useful from what I could tell.Having a package that can
Sound Libraries in python
Hello,Ive been asking around on the audio game developers email list, but Ive not really found any quality sound libraries for python.Im using pygame in my programming, but Im having the problem in pygame that:1. the sound has a major delay (500ths of a second
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