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Introduction to Digital Audio In the game development environment Unity (version 4.2.1) it is possible to work with audio in the scenes. To add audio to a game scene an Audio Listener component and one or more Audio Source components need to be added to the game objects of the scene. An Audio Source can be used to play back an Audio Clip which is either an Audio File or a Tracker Module. The Audio Listener acts as a microphone-like device. Parameters in the Audio Source components can be adjusted in the Inspector of the GUI to define the behavior of the sounds attached to the game objects in a scene,. In this note a number of simple Unity scenes will introduce you to game audio in Unity. 1. In [1] two categories are described to characterize the usage of sound in a game scene: "The use of sound in (3D) computer games basically falls in two. The sound scene we will implement is a seashore with the sound of the sea as the background texture, and the sound of seagulls as foregound events. Background Texture Exercise 1

About Contact us Our team regularly visit the forum to improve IanniX. If you have further enquiries, please don’t hesitate to contact us directly via e-mail . The team Project Manager Thierry Coduys Software developer Guillaume Jacquemin ( buzzing light ) Ideation Thierry Coduys Adrien Lefevre Gerard Pape (CCMIX) Web & identity Matthieu Ranc Testers & external contributors Jean Bresson (OpenMusic) Paul Crabbe (SuperCollider) Francesco (C-Sound) Cyrille Henry Thomas Thiery (PureData) Romain Vuillet Software developers (earlier versions) Adrien Lefevre (v0.54) Guillaume Ferry (v0.6xx) Pierre Jullian de la Fuente & Cyrill Duneau (v0.6xx) Matthieu Ranc & Guillaume Jacquemin (v0.66) Guillaume Jacquemin (v0.8) Acknowledgment Etienne Mathé (documentation), Joachim Montessuis and all users for their observations and suggestions and AFIM (Association Française d'Informatique Musicale).

Java Applet Tutorial Java Applet Tutorial This site is meant to be a quick-and-dirty introduction to writing Java applets. A set of example applets are given to be used as exercises. Feel free to download the source code herein, try it out on your own machine, and modify it. Designers and artists: this tutorial emphasizes visual and interactive aspects of applets. Before getting started, you'll need a compiler for Java, so that you can translate source code into something executable. After getting a compiler, you can try out the examples. All of these examples were designed to be small and, hopefully, easy to absorb. If you're looking for books on Java, O'Reilly publishes some good ones, although they are most useful to people with at least a bit of prior programming experience. First-time programmers will probably find that the explanations given in this tutorial are too brief and leave out too many details. Thanks to Richard Streitmatter-Tran for encouraging me to create these lessons !

CompoHub - Find game jams Lost Chocolate Blog: Footsteps – Informal Game Sound Study THE STOCK MARKET Lately, I've been taking stock. Not the usual “What have I done with my life?” or “Where is everything headed?” (although those questions perpetually tumble around my brain stem on a regular basis); I somehow found myself obsessed with the minute details of movement sound and system design. If you're working in games today, chances are good that you've recorded, implemented, or designed systems for the playback of character footsteps and Foley at some point during the course of your career. It's even more likely that you've played a game where, at some point during your experience, footstep sound wrestled your focus away from the task at hand and demanded your listening attention. Yet, let it be said, all footsteps are not created equal – which seems obvious given that no two games are exactly the same, neither should their footsteps or the way in which they are implemented be (necessarily) the same. “the footstep system uses more than 1,500 original recorded samples.

Open source music identification How it works Echoprint “listens” to audio on a phone or on your computer to figure out what song it is. It does so very fast and with such good accuracy that it can identify very noisy versions of the original or recordings made on a mobile device with a lot of interference from outside sources. Since anyone can use Echoprint for free or install their own servers, we expect that it will become the de facto music identification technology. And since all the data is available, we expect Echoprint to quickly be able to resolve every song in the world. Technical details Echoprint consists of three parts: the code generator, which converts audio into codes, the server, which stores and indexes codes, and the data, which comes from partners and other Echoprint users. The code generator computes {time, hash} pairs from an audio signal using advanced signal processing to account for noise and modification. Accuracy details

NEO Flash Team 2005 - NDS Flash Cart Linker, GBA SP Flash Cart Linker 3 in 1 Ludum Dare Ludum Dare 29 Theme Slaughter!! April 10th, 2014 1:16 pm With over 3000 themes suggested by the community, how do we make that more manageable? It’s like hot-or-not for Ludum Dare themes. Next week we kick off Warmup Weekend (April 19th-20th), and begin main Theme Voting. Special thanks again to Sorceress for preparing the theme list for me. I’m in! April 14th, 2014 3:44 am Sorry for the choppiness. Anyway, I’m in! I’m in as well April 14th, 2014 12:34 am 2nd time LD for me. Will be using C++ and probably the SFML library. Good luck everyone! My third Ludum Dare! April 13th, 2014 9:11 pm Hello, This will be my third ludum dare and I am exited! This time I am making an accessibility first approach, complete code designed to run in browsers. Language: Javascript/HTML5Editor: Sublime? I have just tried Phaser and it looks really good. Have fun and make great games. LD 29… I am IN! April 13th, 2014 8:53 pm So I am entering LD this time with a partner, Crusable, who has been a part of the last one. In!

Gapless looping MP3 tracks The MP3loop utility, user interface This article has two objectives: to be a "how-to" guide for creating an MP3 track that can loop gaplessly, and to give the details of how it works. The first section is pragmatic: it simply tells you what you need and how to use it. If you are more interested in knowing how the ready-made software performs the trick, you will find the answers in the second part of this article. Especially the second section assumes that you know a bit of digitized audio and that a DOS box (or "console") program does not scare you. Downloads The MP3Loop utility - for Microsoft Windows (563 KiB, version 1.4A) that serves as a proof-of-concept of the technique described in this article. Part 1 - Creating loops The first step in creating an MP3 track that loops without gap or "plop", is to have a gapless looping clip as an uncompressed "WAV" file. The WAV file may be mono or stereo, but it must use a 16-bit sample resolution; 8-bit files are not supported. What you need

LiSa X LiSa © (Live Sampling) is a real-time audio manipulation environment that runs on any Macintosh computer running OS X 10.3 to 10.6. It is the continued development of LiSa v2.5 for OS 8.x-9.x. This new version uses the build in CoreAudio and CoreMidi drivers for high performance audio and midi i/o. This combination turns the Mac into a versatile audio sampling machine, able to generate up to 128 voices. Complete program control is possible via Midi, thus allowing the user to work with this system in a performance environment. The system contains one big stereo Sample Buffer (size depending on amount of memory assigned to LiSa), and the user defines so called ‘Zones’ which have access to some part of the sample buffer. Other features: Midi ProcessorsMidi Snapshotsmore playback filtersimproved user interfaceenhanced modulator powerand more LiSa XC LiSa XC(ore) is a universal binary application that can open and run setups created with LiSa X v1.25.