I want to make a game based on rythm and music. But when prototyping i got stuck at one problem
When i click the mouse, a sound should play instantly. I analysed a recording - and the sound is about 0.1 second delayed.
i also tried just visually, and there is no delay - so input lag is not the issue.
I tried several import-options for the audio. but there is always this delay that ruins my concept. Is there any way around this?
Thanks for your help.
Related
In unity, is it possible to have a small animation that doesn't freeze even when a large scene is loading? Maybe multi threading? I have seen games that doesn't freeze at all even when they are loading their game, like noita
Yes. Use SceneManager.LoadSceneAsync and play the animation. For more information about LoadAsync check out the link below.
https://docs.unity3d.com/ScriptReference/SceneManagement.SceneManager.LoadSceneAsync.html
I'm making a Windows game using XNA 4.0. I have an quick little intro screen that shows our studio logo and plays a sound. It lasts 1.5 seconds and looks and works as desired in windowed mode.
We want to run the game full screen. So all I added was "graphics.IsFullScreen = true" to the Game subclass constructor after the GraphicsDeviceManager is instantiated and we've set the preferred backbuffer dimensions. When the game starts the video card just glitches my monitors for like 1 or 2 seconds switching resolutions, etc. - and that is all a customary and understandable delay between the video card, the device drivers and my monitors all figuring out this change, but XNA is running the game loop while all this nonsense is going on.
This means my intro starts, runs and is over by the time the system gets around to actually displaying what I'm drawing and by then the intro is over. What I'd really like is a way to detect when the video card is actually rendering before I start drawing and playing sound and timing things assuming the player can see them. Searching around online, I've seen reference to a "graphics.EnsureDevice()" call that seems to have been deprecated and is no longer available in XNA 4.0.
I guess this is kind of dirty, but you could fire off a thread that continually checks to see if the DeviceParameter IsFullscreen is set to true on active graphics device, after you set the GraphicsDeviceManager.IsFullscreen property to true.
Once it is set, then you would start your game loop.
You could also write it in a way that the thread would only fire off if you set GraphicsDeviceManager.IsFullscreen to true. That way it would support both modes.
I'm making a War Game for iOS using Monotouch and C#. I'm running into some problem with the audio sound effects.
Here's what I require: The ability to play many sound effects simultaneously (possibly up to 10-20 at once) and the ability to adjust volume (for example, if the user zooms in on the battlefield the gun shot volume gets louder).
Here are my problems:
With AVAudioPlayer, I can adjust volume but I can only play 1 sound per thread. So if I want to play multiple sounds I have to have dozens and dozens of threads going just incase they overlap... This is a war game, picture 20 soldiers on the battlefield. Each soldier would have a "sound thread" to play gun fire sounds when they shoot because It is possible that every soldier could just happen to fire at the same exact time. I don't have a problem with making lots of threads, but my game already has dozens of threads running all the time and adding dozens more could get me into trouble... right? So I'd rather not go this road of adding dozens of more threads unless i have too...
With SystemSound, I can play as many sounds as I want in the same thread, but I can't adjust the volume.... So my work around here is, for every sound effect i have - save it like 4 times at 4 different volumes. That is a big pain... Any way to adjust volume with SystemSounds??
Both of these answer some of my requirements, but neither seems to be a seamless fit. Should I just go the AVAudioPlayer multi-threading nightmare road? Or the SystemSound multi-file-with-different-volume-levels nightmare road? Or is there a better way to do this?
Thanks in advance.
Finally found the solution to my problem. AVAudioPlayer IS capable of playiing multiple sounds at once but only with certain file formats... The details are available in this link. The reason why I couldn't play my sound effects simultaneously was because the file format was compressed and the iphone only has 1 hardware decompressor.
http://brainwashinc.wordpress.com/2009/08/14/iphone-playing-2-sounds-at-once/
I'm not fully sure what I'm looking for so I was hoping to gain some insight. I'm brainstorming an application I want to write, but I've never dealt with this type of project. I was wondering if any of you knew of any resources, both literature and libraries/APIs that could lead me down the path to creating an application that involves the playback of audio, visualization of audio (like displaying the waveform with a scrolling position), setting playback points, maybe some effects like fade in and out, maybe even beat mapping; all in .net
For example, an application that displays a waveform and has a position indicator that moves with playback. It allows you to visually set multiple start and stop points, etc.
Any suggestions?
Check out http://naudio.codeplex.com/
I am using XNA to develop a game which requires both sound effects and music. I'm trying to figure out how to implement the sound engine. Microsoft provides the ability to use the Content Pipeline to load and play audio. However, I also seen people use Xact to do the same thing. My question is, whats the difference and what would be the better approach to making a sound engine?
Xact is feature rich but complex to use. It was originally the only way to play sound but people wanted something simpler so Microsoft added the content pipeline method.
Use the Content Pipeline if you want:
To play a sound (2d or 3d)
To not have to invest a lot of time
learning an audio framework
Use Xact if you want:
Categories of sounds that can be
interdependently controlled, like
mute game sounds but not menu sounds
Real time advanced control over sound
pitch, volume. For things like
turrets spinning up, cars
accelerating etc.
To have multiple varieties of a
single sound effect like a seven
different pain sounds and have Xact
choose which one to play.
To have a sound play with slightly
different pitch, volume, filter or 3d
pan every time it is played. This is
really good for bullets and
repetitive things like that. There
is nothing that says fake computer
simulation like a repeating sound
with no variance.
To allow a game designer or sound
designer full control to edit and
change sounds without touching the
code.
To have sound banks (collections of
sound) that you can load or unload as
a group, which can use different
compression settings and can be in
memory or streaming.
To mix the volume, pitch and priority
of sounds in an editor.
To apply filtering to a sound.
To control whether the sound is
looping or not.
To use DSP Effects
One of my favourite things about Xact is editing and previewing of sound functions in editor. For example a volume fade on a turret overheat sound. With XACT you can sit down with the sound designer, even if he's not a technical guy and edit the control curves until he's happy with the sound. Once you've set it up it's really easy to change later on. In this example image here a turret is overheated. At the end of the overheat cycle the hissing steam noise volume is reduced, but because it's a curve I have a lot of control over how the sound fades out. I've used this with a beam weapon as well, dropping the frequency according to a curve as it runs out of ammo.