Asset - Demo Simple Dynamic Audio Demo

Discussion in 'Marketplace' started by Mike, Aug 11, 2018.

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  1. Mike

    Mike Evil YoYo Games Employee Forum Staff Admin YYG Staff

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    gnysek, IndianaBones, Andrey and 4 others like this.
  2. Andrey

    Andrey Member

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    I almost lost my hearing watching the demo-video! :D

    Thanks, Mike! I'm interested. I'll definitely look into "how it works".
    I really hope that this is the beginning, and soon it will be possible to play with Wwise or FMOD in GMS2. ;)
     
    Last edited: Aug 11, 2018
  3. True Valhalla

    True Valhalla Full-Time Developer GMC Elder

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    Hmm, it doesn't work in HTML5 though. I didn't expect it to work but I was hoping to be surprised when I read this ;)

    Are some of the functions used here unsupported on the web?
     
  4. xot

    xot GMLscripter GMC Elder

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    It will work in HTML5 but that GMS2 update has not yet been released.

    You can watch it working here and drool in anticipation.

     
    Mike and True Valhalla like this.
  5. Andrey

    Andrey Member

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    Is it possible to load Sound Assets into the buffers to further modify them? And then to play?
     
  6. Mike

    Mike Evil YoYo Games Employee Forum Staff Admin YYG Staff

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    Not resources no, but you could load WAV files as an included file and decode the header yourself - which you'd need to do anyway in order to use them.
     
  7. Andrey

    Andrey Member

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    "decode the header” — I don't really understand this. :confused:
    "load WAV files" - I'm thinking this is a bad solution to create a dynamic sound environment (real-time) in the game?
     
  8. Mike

    Mike Evil YoYo Games Employee Forum Staff Admin YYG Staff

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    If you don't understand these bits, it's probably not something you should be looking to do just yet - or you'll need to do some more research at the very least.
     
  9. Smiechu

    Smiechu Member

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    @Andrey
    I've sent you a PM.

    If you want to manipulate audio (add fx) it has to be decoded to uncompressed form either way, so 1 you can load it to memory on beginning of the game and sacrifice memory, or 2 decode it on the fly and sacrifice some performance.
     
  10. Andrey

    Andrey Member

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    Yes, I will deal with the bits — it's curious to master, though a bit frightening. :eek:

    Yes... This is a difficult choice, especially for mobile games.
     
  11. matiascarpello

    matiascarpello Member

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    ¿Sería posible obtener el volumen del micrófono en tiempo real?
     

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