Hello everyone, I need help adjusting a sound system that decreases and increases according to the distance you are from the obj.
I went looking for something similar in game maker, and I found several functions that could do this, and I managed to implement it in my game, but the only problem...
I coded my game so that when my player dies (hp <= 0) the music group gain is set to 0.
Inside Player step event: (agMusic being the audio group assigned to the music)
if (hp <= 0)
{
audio_group_set_gain(agMusic,0,0);
}
Now my issue is that I code the Menu Style of FriendlyCosmonaut (which...
Almost all video games allow the player to adjust sound effect volume and music volume independently. However, I haven't been able to find a good way to go about programming this, and I'd like to sort it out before diving too deep into importing sound assets. Turning off sound effects or music...
So I want to have an object decrease volume for all (save for one sound) sounds in the game, both ones currently playing and ones that might start playing, to half; in other words to have all audio in-game to play at half volume until this effect wears off. How to implement?
I tried having a...
Some games of mine are still in Game Maker version 8. When 2 or more of the same sound effect overlap in time the sound becomes distorted and much louder in volume. To deal with this when I'm about to play the same sound effect I stop that sound effect if it's already playing before restarting...
I'm working in a test project in GMS 1.4.9999 to try to figure out how to properly set up my audio system before I implement it into my main project. More specifically, it involves positional audio in 2D via an audio listener while also letting you change the overall volume of the sounds in the...
Hi,
I'm curious if it is possible to create a live/dynamic volume meter of sorts in Game Maker Studio 1 and/or 2?
As in, is it possible to get some sort of value (adjusts itself each step; would probably be a float, ie a percentage) which represents the current "loudness" of the specified sound...
I've added a volume adjustment to a game, and all is working. The BGM and SFX gain is lowered. But, with the BGM sounds I have in the default group "audiogroup_default" and I set the gain by choosing a percent using "audio_group_set_gain(audiogroup_default, 0.50, 0);" and so on. and I get the...
Hihi,
So in the few years I've been using Gamemaker, I've only really made a bunch of prototype games. They all were usually just limited to one playtest room before I moved on to something else, so I never bothered to adding sound effects and music. I've decided to trying adding some sounds...
I have an option menu in game. It's the only place in the code where audio_group_set_gain is used.
Even when I use this function in a STEP event, the volume of the audio group always resets when a sound from this audio group is played.
Does this have a link to the channels used to play the...
I have this in the create event:
audio_play_sound(snd_xmas_song,10,true);
audio_sound_gain(snd_xmas_song,0,0);
audio_sound_gain(snd_xmas_song,1,10000);
But the song starts instantly at full volume, why and how can I prevent that?
I was wondering if there was any easy way to change individual sound volume in audio groups. Before I started using audio groups, I could swear that the volume slider in sound properties worked, but now it does nothing. I can turn the volume all the way up or all the way down and still the sound...
In my game, I made two audio groups: One for the sounds, one for the music. I also made volume sliders for the two audio groups, However, the music instead of being on a level between 0 and 1000, it's either on or off.
global.music = x - 290;
audio_group_set_gain(agMusic,10*global.music,0)...
All the code works fine, Variables and the "draw the slider" are in their own events.
I just need to know how to implement sound change. thank you!
Create Event:
/// Variables
value = 0;
max_value = 1;
selected = false;
image_speed = 0;
image_index = 0;
Step Event:
/// Code
if...
hi i have this code in the "game start" event of my character...
if !audio_group_is_loaded(audiogroup_SFX)
{ audio_group_load(audiogroup_SFX); }
audio_group_set_gain(audiogroup_SFX, .15, 5000);
if !audio_group_is_loaded(audiogroup_Music)
{...
Hi,
I'm programming a sun that emmits a bass sound to look better.The audio in the preview sounds loud and nice,but in the game the volume is super low.What can be happening? I've make sure that the problem has nothing to do with falloff already and I've tested different sounds and all of them...
So I've been fiddling around sound and some matters came up, and I just wanted to be sure the problem is on my end.
Are Audio Groups and all it's functions working as intended?
Are Audio Sync Groups and all it's functions working as intended?
Do any of these have any known bugs?
Bonus...
I'm using adcolony and Google ads in my game, and I was wondering if anyone has implemented a way to mute/change the volume of the ad being displayed.
If my players muted their in game volume, I don't want them to get an ad running full blast.
I've seen around that you can modify the SDK, but...
Hello! I am trying to create a settings function in my project and I am stuck on trying to set master volumes. I am trying to set up a system where the master volume (all sounds) correspond to the image index of the 'spr_num' sprite.
So far this is what i have and it does not work:
Any help...
Good day everybody, I want to know how to work with the microphone of an Android phone. I would like to make a simple Volume meter and read how many dB (decibel) there is in the enviroment. Thank you for your help.