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#audio
Sound for games and apps: ambience, mixing, loudness and keeping time. 4 posts, newest first.

Loudness-Matching Generated Sound Effects
4 min read
AI sound effect generators hand you takes at wildly different levels. Here's the small routine that keeps Roll It's sounds consistent: prompt for the object, measure every take, master every file to one loudness, and keep the mix in code.

One Sample Clock for Piano, Metronome and Sound Effects
6 min read
Treble Trouble renders every sound it makes in a single AVAudioSourceNode callback, so the metronome can't drift from the piano, and rhythm taps are judged on the same clock the sound came from. Every sound effect is synthesized, too.

Soundscapes for Web Games: A Pluggable Howler Implementation, Part 2
13 min read
The soundscape engine is one class under a hundred lines. A six-function adapter is the seam.

Soundscapes for Web Games: The Layer Beneath Your SFX, Part 1
8 min read
Most web games go silent the moment the player stops moving. A soundscape is the quiet layer underneath your SFX that keeps the room alive.