My first approach was to use the HTML5 element and define all sound effects in my page. Firefox plays the WAV files just peachy, but calling #play multiple times doesn't really play the sample multiple times. From my understanding of the HTML5 spec, the element also tracks playback state, so that explains why.
So now I can do Snd.boom(); from the Firebug console and play snd/boom.wav, but I still can't play the same sample multiple times. It seems that the element is really more of a streaming feature rather than something to play sound effects with.
Another library similar to Wad.js is "Sound for Games", it has more focus on effects production, while providing a similar set of functionality through a relatively distinct (and perhaps more concise feeling) API:
Here's one method for making it possible to play even same sound simultaneously. Combine with preloader, and you're all set. This works with Firefox 17.0.1 at least, haven't tested it with anything else yet.
Sounds like what you want is multi-channel sounds. Let's suppose you have 4 channels (like on really old 16-bit games), I haven't got round to playing with the HTML5 audio feature yet, but don't you just need 4 elements, and cycle which is used to play the next sound effect? Have you tried that? What happens? If it works: To play more sounds simultaneously, just add more elements.
Here's an idea. Load all of your audio for a certain class of sounds into a single individual audio element where the src data is all of your samples in a contiguous audio file (probably want some silence between so you can catch and cut the samples with a timeout with less risk of bleeding to the next sample). Then, seek to the sample and play it when needed.
If you need more than one of these to play you can create an additional audio element with the same src so that it is cached. Now, you effectively have multiple "tracks". You can utilize groups of tracks with your favorite resource allocation scheme like Round Robin etc.
I ran into this while programming a musicbox card generator. Started with different libraries but everytime there was a glitch somehow. The lag on normal audio implementation was bad, no multiple plays... eventually ended up using lowlag library + soundmanager:
Web Audio API is right tool for this job. There is little bit of work involved in loading sounds files and playing it. Luckily there are plenty of libraries out there that simplify the job. Being interested in sounds I also created a library called musquito you can check out that as well.
On the third and fourth interactions without proof of payment, passengers will be issued violations that can be resolved with Sound Transit through non-monetary options such as an online class or engagement activity, or with a $50 fine for the third violation, and a $75 fine for the fourth. Information on how to resolve violations is at soundtransit.org/ride-with-us/how-to-pay/resolve-your-fare-violation.
This study investigated the effects of a sensory diet and therapeutic listening intervention program, directed by an occupational therapist and implemented by parents, on children with sensory processing disorders (SPD) and visual-motor delays. A convenience sample was used of 10 participants, ages 5 to 11 years, with SPD and visual-motor delays. In the first phase, each participant completed a 4-week sensory diet program, then an 8-week therapeutic-listening and sensory diet program. The Sensory Profile was completed by the participants' parents before and after both study phases. The Draw-A-Person test, Developmental Test of Visual Motor Integration (VMI), and Evaluation Tool of Children's Handwriting (ETCH) were administered before and after each phase. Over 12 weeks, the participants exhibited significant improvement on the Sensory Profile, increasing a mean of 71 points. Parents reported improvements in their children's behaviors related to sensory processing. Scores on the VMI visual and ETCH legibility scales also improved more during the therapeutic listening phase. Therapeutic listening combined with a sensory diet appears effective in improving behaviors related to sensory processing in children with SPD and visual-motor impairments.
So I recently upload videos on my channel and when there is a cut or transition between parts, it sounds super weird, I only applied the "Denoiser" to reduce the noise in the background and used nothing else.
For some reason, the main trigger are time warps, and at times the trigger to the complete sound effect silence of the vessel (RCS / Engine sounds / Mining drill sounds), tends to be simply pressing M often and coming in and out of the map, during flights.
It forces you, in about every hour and a half or so, restart the game to regain engine sounds, of course after some intensive flight with intensive time warps (just the usual moon job) but TIME WARP is the deal breaker seemingly.
And surprisingly, a completely normal time warp without any extra modification.
It seems and sounds like the vessel is actually FARTHER away from the camera than it actually is, therefore getting the sound effects sound distant, until over time they completely vanish requiring a game restart, which more and more narrows it down to being some kind of a time warp related thing, and I am not the only one to narrow it down to this.
Anyone has any leads? Or maybe found a secret solution and just hasn't shared with the world yet?
If this is what squad has left us in the last version, it really sucks. No one wants to restart the game after doing some ingame fiddling and losing all ship sound effects turning all vessels ingame silent until a restart is done.
I have my music volume at 0%. I usually hear no music while in the KSC overview. If I go into the R&D building or VAB, sometimes after leaving the building music will start playing for the rest of my game session, and I lose engine sounds. Minor sounds like the wind rushing over my rocket continue to work.
Holy Eardrums!
This sound must sound COMPLETELY different in some headphones than others. I feel like a Pavlov experimentee, I now associate recompiling c++ failures with mere mildy disappointing build break, but successes with excruciating ear splitting pain.
Each book in our growing library is hand-picked by experts to meet the needs of diverse learners at every stage. Then, soundscape designers craft the immersive and interactive read aloud to delight kids and grown-ups, alike. To explore our soundscapes download the free mobile app on the App Store or Google Play.
Portamento on the synth voice to get the dip up on the pitch.
The main voice is also being sent to a long reverb and the reverb is sidechained to the dry, main voice, so that the reverb ducks every time the main voice plays.
In the first part of the song, you hear the verbed voice without any dry signal and not the main instrument. So either a mixer setting of, pre-fade fx send etc, to achieve the wet only sound.
The code above is rough and will only get you part way there. You can explore the additive tutorial Sam has, where perhaps combine the plucksound with one that also has some noise content, which you should also treat with the hpf, set at about 85/90, so that only the high noise values will poke through. A combination of these might get you closer to your goal.
On my M1 Macbook Pro (Monterey), I sometimes get a sound effect when pressing certain key combinations. For example, if I open up Finder and then press Ctrl+B I will hear my generic system sound effect. Presumably, it is warning me that this keyboard shortcut doesn't do anything.
I would just like to disable this altogether. I don't need to hear a sound when I've pressed the wrong keyboard shortcut. Not seeing the desired behavior is enough to warn me I've pressed the wrong shortcut. And randomly hearing this sound effect when I use valid shortcuts is often confusing me and causing me to look around my screen for some warning or alert since that is what such a sound effect is usually associated with.
I've tried going to System Preferences -> Sound -> Sound Effects and disabled "Play user interface sound effects". This disabled sounds such as moving a file in finder but did not disable keyboard shortcut sound effects. I looked through the "Keyboard" and "Accessibility" preference panes and couldn't find any other relevant settings.
I have turned off sound on startup, interface sound effects and feedback, yet if I use - for example - backspace or another key which cannot do anything in a window, it makes the 'boop' noise. I cannot select 'no sound' in the audio options, yet I still get these [...]
go to System Preferences > Sound > Sound Effects
turn the Alert volume all the way down
uncheck Play user interface sound effects (you've done this already)
uncheck Play feedback when the volume is changed
Adobe Creative Cloud software includes thousands of uncompressed, royalty-free audio sound effects. These files have been grouped together by type and compressed into ZIP archives that can be downloaded using the links below.
The delay is an effect you can add to a channel--its input is the sum of the sources in the channel with any previous effects applied, and its output is whatever went in seconds ago multiplied by the mix parameter. Its length isn't meant to be changed on the fly, since that requires reallocating the ring buffer. If you want a variable delay, you instead set the delay line's length to the maximum time you'll need and add a tap. In this usage, you'll likely also want to set the delay line's mix parameter to 0, so that it doesn't output anything itself.
A stock sound effect is a prerecorded sound effect intended to be reused with an entertainment product, as opposed to creating a new and unique sound effect. It is intended to work within a sound effect library.
As far back as Ancient Greece, sound effects have been used in entertainment productions. Sound effects (also known as sound FX, SFX, or simply FX) are used to enhance theatre, radio, film, television, video games, and online media.
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