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GML - Vintage King Audio

    https://vintageking.com/gml
    Shop for GML gear at Vintage King Audio and receive free shipping, tech support, free extended warranty, 0% financing, and 30 day returns on all GML products

Audio - YoYo Games

    https://docs2.yoyogames.com/source/_build/3_scripting/4_gml_reference/audio/index.html
    Audio. GameMaker Studio 2 has a complete audio engine that is based on the *.ogg, *.mp3 and *.wav sound formats. Sounds of these types added to the IDE can then be used in your game using the basic audio functions shown below. For things more complex than basic sound effects or playing a single piece of music you can refer to the advanced audio ...

GML | Sweetwater

    https://www.sweetwater.com/store/manufacturer/GML
    GML, or George Massenburg Labs, is legendary engineer and producer George Massenburg’s electronics company. As digital recording tightens its grip on the audio world, GML continues to keep the analog torch burning with a line of analog designs with super-clean signal paths featuring extended resolution and bandwidth for the digital age.

GML Pro Audio | Guitar Center

    https://www.guitarcenter.com/GML/Pro-Audio.gc
    GML Pro Audio | Guitar Center. Play On With Guitar-A-Thon Deals and More Shop Now. Recording & Producing Guitar Shop Now. Head Bobbin' Headphones Shop Now. Free Shipping: Select Strings & more Get Details. The hottest items now in stock Shop Now. Home.

George Massenburg Labs

    https://www.massenburg.com/
    GML Design Principles All-discrete circuitry Discrete-transistor designs provide more headroom, less noise (i.e. more dynamic range), wider bandwidth, increased stability, resistance to high-frequency oscillation and the influence effects of out-of-band signals on audio.

Audio - YoYo Games

    https://manual.yoyogames.com/GameMaker_Language/GML_Reference/Asset_Management/Audio/Audio.htm
    Audio. GameMaker Studio 2 has a complete audio engine that is based on the *.ogg, *.mp3 and *.wav sound formats. Sounds of these types added to the IDE can then be used in your game using the basic audio functions shown below. For things more complex than basic sound effects or playing a single piece of music you can refer to the advanced audio ...

GML = Broadcast automation - Audisi = Audio

    https://www.audisi.nl/nl/gml/
    GML helps your self-op talents to be in control at all times and focus on their rundown while all technical stuff is taken care of. GML provides one really integrated system as it combines broadcast hardware with imports, planning, playout, recording, exports and control in a fast and easy to use set of applications.

audio_sound_gain - YoYo Games

    https://manual-en.yoyogames.com/GameMaker_Language/GML_Reference/Asset_Management/Audio/audio_sound_gain.htm
    Returns: N/A Example: if val { var snd = audio_play_sound(snd_fountain); audio_sound_gain(snd, 0, 0); audio_sound_gain(snd, 1, 5000);}. The above code checks a variable and if it returns true it will then assign the index of a sound to be played to the local variable "snd". This variable is then used to reduce the volume of that specific sound to 0 and fade up to full volume over 5 seconds.

audio_play_sound - YoYo Games

    https://manual-en.yoyogames.com/GameMaker_Language/GML_Reference/Asset_Management/Audio/audio_play_sound.htm
    audio_play_sound. With this function you can play any sound resource in your game. You provide the sound index and assign it a priority, which is then used to determine how sounds are dealt with when the number of sounds playing is over the limit set by the function audio_channel_num().Lower priority sounds will be stopped in favour of higher priority sounds, …

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