Audio BeepBox..

Discussion in 'Game Design, Development And Publishing' started by NeonBits, Dec 21, 2018.

  1. NeonBits

    NeonBits Member

    Joined:
    Sep 22, 2017
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    280
    I use Beepbox (and SFXR) for my project. Some sounds are "low frequency"; when listening, it's like playing half of the volume. Wave:"Triangle", Chorus: "Hum", Transition: "Smooth" "Slide", Filter:"Soft" are exemples. It's not realy loud. Any advice on how to pop up the volume while keeping audio quality?

    Also, it's difficult to balance all the sounds in the game. How do you manage your sounds to have them on the same level? You just listen and play with the volume bar or you also view the frequency through codes? I mean, if I set the volume to 25%, some sounds still bust the ears and I go lower their volume in properties; somehow, I feel I'm missing something.
     
    Last edited: Dec 21, 2018
  2. sitebender

    sitebender Member

    Joined:
    Sep 13, 2016
    Posts:
    692
    Seems like your problem might be stacking sound effects each frame will make them louder. GMS seems terrible with sound balance. A sound effect too loud will lower the music and vise versa. Even maximizing the sound files doesn't seem to do anything to balance out the issues.
     
  3. NeonBits

    NeonBits Member

    Joined:
    Sep 22, 2017
    Posts:
    280
    Yeah, who knows, could be the case. I try to be careful with "audio_play_sound()" but I'll check this again. Good to know about the sound balance. I guess I must continue with the ears. Still not sure if it's better to work with headset or not; audio feels different without it.
     
  4. Joe Ellis

    Joe Ellis Member

    Joined:
    Aug 30, 2016
    Posts:
    649
    I'd use a daw to mix and eq the sounds, and test them playing together
    I think gm's sound system is the same as most other digital sound systems, they're linear, which means each sound played adds into the same signal,
    so all you need to do is mix and eq them right, the same as you would with a song, and I highly recommend doing this in a daw before and get them all sounding right together, then export them, and they'll sound just like that in the game
     
    Nocturne likes this.

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