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.


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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.

I have done this before without the HTML5 element, using a little Flash object from -mp3-player.net/ - I wrote a music quiz ( ) and used it to play clips of music when the user clicked the button for the question. Initially I had one player per question, and it was possible to play them over the top of each other, so I changed it so there was only one player, which I pointed at different music clips.

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.

A cool and very interesting royalty free sfx collection of quiz and show related timers and answer reaction sounds, ready to elevate your super cool TV projects with such an ease! Filed with 1 minute synth based timer loop, correct and wrong answer beeps and time-is-out sound elements, this one will do wonders for your game shows, various TV quizzes, games, apps, notifications, alerts, infographics, UI projects, vlogs, podcasts and many more. Try them right now and skyrocket your awesome projects right above the stars! Enjoy it!

I want to make an end of a lesson quiz, which asks the student to drag and drop given items into one of the 2 drop targets. So some items will belong to the drop target A and some belong to drop target BI. I don't really need to score my quiz and I set it to provide immediate feedback to the learner by have the object return to starting point if dropped outside the correct target. my question is how can I also add a sound to each of the actions - say when the user drops an object correctly, the "ding.mp3" will play, and when the user drops an object incorrectly, the "boi.mp3" will play.

I just installed the StoryLIne 3 update. When I opened up the StoryLine Cancer Symptoms game mentioned above, the audio feedback to the drag and drop was no longer working correctly. The sound worked for the first correct and incorrect answer, but was silent after that. I had simply INSERTED the sounds from the files into the Correct and Incorrect layers. This method worked fine before, but not after Update 3.

After much trial and error, I discovered that now you need to add a trigger to the Correct and Incorrect slide layers. The trigger says something like - " Play Media 'Sound 1' when Timeline starts". Where it says "Sound 1" you either record the sound or import it from a file.


Russ, out of curiosity, I just opened a D&D and inserted a sound into the Try Again and Correct layers without a trigger and the sound in both layer played automatically when Submit is pressed. Perhaps it's because it's a simple drag and drop and there's something more going on with your .story file, but thought I'd at least mention it.

In the unreleased The Impossible Quiz Beta, the screen is white, with red and yellow text reading "Incorrect!", a green "Retry" button and a red "Give up... Like an ARSE" button. Just like the Demo, the Beta did not have a life counter, and presumably would have given an instant Game Over upon clicking an incorrect answer. However, unlike the other quizzes (excluding iOS versions), the Beta was supposed to have some kind of checkpoint system, though it is not known how this would have functioned.

In The Impossible Quiz, the Game Over screen is black and green, with red text that reads "GAME OVER". There is also a "TRY AGAIN?" button, which appears to be made out of ink or paint. A fake Game Over screen appears in Question 107, where you have to wait for it to disappear to continue. Clicking "TRY AGAIN?" on this fake screen will return you to the question, but instead it will show a red text saying "OH, YOU IDIOT!" and then it makes you get a real Game Over. It is the only quiz which does not have a "GIVE UP" button.

Additionally, the minigame in Question 84 (in which there are two missable skips to collect) has its own lives counter and "Game Over" screen. Losing all three minigame lives will result in a "Game Over" which resets the question and takes away one quiz life, rather than forcing you to start the quiz over. Of course, if the minigame's "Game Over" takes away the final quiz life, the proper Game Over screen will come up next.

In The Impossible Quiz 2, the Game Over screen is purple, with the usual "TRY AGAIN!" button and a returned "GIVE UP..." option. It reuses the same sound effect from the Demo. It also uses a "YAAAAAAY!" sound effect when clicking "TRY AGAIN?". A glitch exists where getting a Game Over on Question 1 may make you go to Question 2 instead.

Another thing I want to do is to be able to describe parts of a video screen so that beginners don't have to be able to read the Russian, as in this test: (MovieTalk methodology for teaching languages comprehensibly). I was going to download the video, add sound to it via QT, reupload it and then add the exercises. But I realized that would be copyright infringement, so I will wait and hope for someone here to make it easier for me to do within H5P.

What have you tried so far ? Did you try the suggestion posted earlier in this post about either using Course Presentation to add sound to your questions or converting sounds files from .mp3 to .mp4 if you need them within questions, as video is supported there by default. Or alternatively if you have some developer resources go the way yalishanda did and add additional semantics to a content type using hooks explained in documentation.

I would like to make a math quiz/game for my kids. I'm going to use an Arduino, a display of some sort and a keypad. Also some lights and sounds to make it fun for children. The game should include at least addition, subtraction and multiplication. I've searched the net but I cannot find this sort of projects built by anybody else.

Sounds can be expensive to produce. However, I have found you can easily include the sound from the series of sound machines you can get. I used the standard one to get 16 quality sound effects in this project:-

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There are others with different sounds.

Tell learners that you are going to play a number of sounds which they must try to identify and write down. Play your set of sounds through from beginning to end, and then after a short pause play them again. Ask how many sounds the learners think they have identified. If you're in a classroom, let them swap notes with their neighbours to see if they can fill any gaps in their list and be ready to play any individual sounds again that have caused puzzlement.

The YouTube Audio Library is a wonderful resource for locating short sound effects. There are also plenty of apps and browser extensions which allow you to download standard YouTube videos as MP3 files.

If you need to edit a sound effect for length, then Audacity is a free, open source sound editor which is relatively easy to use. Or you can even do simple editing online with a site like AudioTrimmer.

Essential Sound is an all-in-one panel that gives you an extensive toolset of mixing techniques and repair options. This feature is useful for your common audio mixing tasks. The panel provides simple controls to unify volume levels, repair sound, improve clarity, and add special effects that help your video projects sound like a professional audio engineer has mixed them. You can save the applied adjustments as presets for reuse, making them handy for more audio refinements. 0852c4b9a8

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