kingmob
New Member
Posts: 30
Posts: 30
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Post by kingmob on Nov 19, 2019 23:48:26 GMT
Had a reoccuring issue that I've finally put my finger on. When I have prefabs in poolboss that have the ambient script attached to them they will automatically start playing their audio when pool boss is loaded. Even though when I go to check the prefabs in question are inactivated in pool boss but they have already sent a trigger to master audio. Is there a setting I'm missing to make the ambient script not trigger when pool boss is loaded. Thanks!
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Post by DarkTonic Dev on Nov 20, 2019 1:08:03 GMT
Since the Ambient Sound code fires whenever the game object is enabled, that's going to be an issue. I can add a checkbox to disable that behavior for Pool Boss users. I'll report back.
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kingmob
New Member
Posts: 30
Posts: 30
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Post by kingmob on Nov 20, 2019 2:13:01 GMT
Much appreciated! It's been doing it for months and my game has always started with a gun cocking noise, it's kind of cool sounding so I'll have to add it back in once a fix is going.
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Post by DarkTonic Dev on Nov 20, 2019 2:26:22 GMT
Ok.
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Post by DarkTonic Dev on Nov 22, 2019 0:38:16 GMT
I've got a fix that works for this now. You can email us with your Asset Store PDF invoice file, or wait for the next release. It's automatic and doesn't make you check a checkbox for "Is Pooled" or anything.
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kingmob
New Member
Posts: 30
Posts: 30
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Post by kingmob on Nov 22, 2019 2:29:57 GMT
Sweet, thanks man! I sent you an email.
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Post by DarkTonic Dev on Nov 22, 2019 4:52:45 GMT
Excellent.
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kingmob
New Member
Posts: 30
Posts: 30
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Post by kingmob on Nov 22, 2019 5:14:46 GMT
I'm sure you already knew but that fixed the issue. Top tier support as always. Thanks!
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Post by DarkTonic Dev on Nov 22, 2019 16:40:12 GMT
I checked but glad to hear it's resolved on your end as well. No problem.
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