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Post by boygorge on Jul 6, 2015 13:08:02 GMT
I'm testing the new MA feature "Ability for Synchronized Playlists to use auto-advance if Crossfade is set to zero" introduced in V3.5.8.3, and in my case it seems to skip every other clip on the playlist. If my playlist contains eg.: - Clip A
- Clip A
- Clip B
- Clip B
- Clip C
- Clip C
..then the resulting playback sequence during runtime will be like: - Clip A
- Clip B
- Clip C
For each playlist item I have 'Preload Audio Data' enabled, Load Type set to 'Decompress On Load' and Compression Format set to 'Vorbis'. Eventsounds gives a 'Restart' action to the Playlist Controller on game start, otherwise there are no subsequent events controlling the playlist until game ends (= fade out & stop). I'm using 'Restart' because the Playlist Controller gets a random playlist assigned through Custom Events on game launch. Using 'Start' here would require defining a playlist, which would in turn override the random playlist selection. All items are added to playlists as clips, since using resource files seems to cause playback issues in my case. Also I notice there is a slight fade in at the beginning of all playlist clips except the first one on the synchronized auto-advancing playlist. Eg. if clip starts with a fast transient, then that gets muted away by the fade in. Dunno if this has sth to do with the clips getting skipped.. Are you able to replicate this behavior or is the problem on my end? Is there anything else I could check?
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Post by DarkTonic Dev on Jul 6, 2015 15:20:25 GMT
Negative, that scenario works perfectly over here. I didn't do the Restart because that shouldn't have anything to do with it.
You will need to send me an example project that reproduces this behavior.
The only thing that I can think over to cause it would be if your Playlist's Crossfade Mode is set to "Override" and not 0 seconds. In that case it wouldn't be using the Master Crossfade Time.
Also, Resource Files OR Preload Audio Data should be used. Never both at the same time. They do the same thing. Are you saying you got issues using only Resource Files? We use them exclusively and never have had a problem.
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mush
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Posts: 39
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Post by mush on Jul 6, 2015 23:20:05 GMT
Hello, ever since the latest update my auto advance does not work on my resource file enabled playlist. If I roll back to the previous version it works fine. I have no cross fading and have randomized turned on for playlist.
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Post by DarkTonic Dev on Jul 7, 2015 0:49:14 GMT
Hello, ever since the latest update my auto advance does not work on my resource file enabled playlist. If I roll back to the previous version it works fine. I have no cross fading and have randomized turned on for playlist. I tried a couple things and couldn't get my songs to fail with Resource file on the latest version. What version were you using prior? You'll probably need to send me an example project that shows the bugs, with nothing but the audio in it.
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Post by boygorge on Jul 7, 2015 8:01:49 GMT
The only thing that I can think over to cause it would be if your Playlist's Crossfade Mode is set to "Override" and not 0 seconds. In that case it wouldn't be using the Master Crossfade Time. Also, Resource Files OR Preload Audio Data should be used. Never both at the same time. They do the same thing. Are you saying you got issues using only Resource Files? We use them exclusively and never have had a problem. Indeed, I forgot to mention that I have the Master Crossfade time set to 0 and synchronized playlists set to "Use Master Setting". One less setting to configure as I have more synchronized than other types of playlists in the project.. . I did test using "Override" with 0 seconds as well. As for resource files, I guess I must've forgotten 'Preload Audio Data' enabled on some of the clips last night while testing differences between Clip / Resource modes. Tested it again this morning, making sure that if a playlist is set up to use Resource files then Preload is disabled, and the auto-advance now seems to work without skipping! Nothing like a bit of "sleep on it & check with fresh eyes". Thank you for the reminder! However I'm still getting the short fade-in at the beginning of each clip. Switching playlist contents from 'Resource+Preload Off' to 'Clip+Preload On' doesn't seem to affect this. How to get rid of it? When seeing Mush's question, it got me thinking could upgrading Master Audio cause some issues? I've had MA in the project for a good ~8 months and it has been upgraded along the way by downloading the package from the Asset Store. I did use that 'Upgrade MA Prefab to V3.5.5' when that came out, but it didn't seem to do anything. The MA prefab header in scene does read 'v3.5'. I've also linked the prefab to a project folder, just so I can avoid committing scene updates just because of minor settings changes.
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Post by boygorge on Jul 7, 2015 12:13:31 GMT
Btw as there isn't a word about this in the MA manual, I'm curious:
How do the synchronized playlists handle tracker modules (.mod, .xm, .s3m, .it)? Sure, Unity supports the formats but how does Master Audio handle them? For example, if I would have per instrument modules which all have equal pattern length (eg. single pattern with one channel), do all the MA features work like they do with .wav & .mp3?
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mush
New Member
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Posts: 39
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Post by mush on Jul 7, 2015 18:21:38 GMT
Just an update - I tried to update again and the same thing occured - no auto advance. Then i deleted the Master Audio Folder from Project and reinstalled it again fresh - and now it works fine
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Post by DarkTonic Dev on Jul 8, 2015 1:02:21 GMT
The only thing that I can think over to cause it would be if your Playlist's Crossfade Mode is set to "Override" and not 0 seconds. In that case it wouldn't be using the Master Crossfade Time. Also, Resource Files OR Preload Audio Data should be used. Never both at the same time. They do the same thing. Are you saying you got issues using only Resource Files? We use them exclusively and never have had a problem. Indeed, I forgot to mention that I have the Master Crossfade time set to 0 and synchronized playlists set to "Use Master Setting". One less setting to configure as I have more synchronized than other types of playlists in the project.. . I did test using "Override" with 0 seconds as well. As for resource files, I guess I must've forgotten 'Preload Audio Data' enabled on some of the clips last night while testing differences between Clip / Resource modes. Tested it again this morning, making sure that if a playlist is set up to use Resource files then Preload is disabled, and the auto-advance now seems to work without skipping! Nothing like a bit of "sleep on it & check with fresh eyes". Thank you for the reminder! However I'm still getting the short fade-in at the beginning of each clip. Switching playlist contents from 'Resource+Preload Off' to 'Clip+Preload On' doesn't seem to affect this. How to get rid of it? When seeing Mush's question, it got me thinking could upgrading Master Audio cause some issues? I've had MA in the project for a good ~8 months and it has been upgraded along the way by downloading the package from the Asset Store. I did use that 'Upgrade MA Prefab to V3.5.5' when that came out, but it didn't seem to do anything. The MA prefab header in scene does read 'v3.5'. I've also linked the prefab to a project folder, just so I can avoid committing scene updates just because of minor settings changes. Ok, I'm going to add code to alert the user if they use Preload Audio Data on a Resource file. I have no quick fade in happening over here so I can't assist you with that until you send me a project that reproduces that behavior. You could try deleting the entire DarkTonic\MasterAudio folder and re-importing again if you like. The "upgrade to 3.5.5" does nothing easily visible, but it does fix some invisible things only a programmer with in-depth knowledge would notice.
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Post by DarkTonic Dev on Jul 8, 2015 1:03:47 GMT
Btw as there isn't a word about this in the MA manual, I'm curious: How do the synchronized playlists handle tracker modules (.mod, .xm, .s3m, .it)? Sure, Unity supports the formats but how does Master Audio handle them? For example, if I would have per instrument modules which all have equal pattern length (eg. single pattern with one channel), do all the MA features work like they do with .wav & .mp3? Not sure. I've never had that question asked before. Try it and see? It may automatically work. I don't have any files of those extensions.
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Post by DarkTonic Dev on Jul 8, 2015 1:04:31 GMT
Just an update - I tried to update again and the same thing occured - no auto advance. Then i deleted the Master Audio Folder from Project and reinstalled it again fresh - and now it works fine That's good. Maybe you had a weird update. I suggest to always upgrade like that by the way. Unity 5 doesn't like to play nice and creates duplicates of files when you import again sometimes.
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Post by boygorge on Aug 31, 2015 12:47:29 GMT
Just updated to V3.5.8.4 which gives the alert to console, and am now getting the alert for Resource files which have Preload switched off. Wasn't it supposed to be the other way around (Resource file + Preload on)?? Along with the update, the playlist now again skips two clips regardless of Preload status. I'm unfortunately unable to send a demo project as I don't know enough about coding to make one, and the coders are occupied with higher priority issues
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Post by DarkTonic Dev on Aug 31, 2015 15:26:02 GMT
No, that is correct. Preload switch off does the same thing as using Resource files, only easier. there's no point doing both since both will not actually happen, so we tell you in the Console to avoid confusion.
You don't need to know any coding to make a demo. You can send your entire existing project if you can't make a separate one. If I need to sign a EULA for you to be able to share it, that's fine.
Anyway, we can't reproduce it here so until you send something, this will remain broken for you I'm afraid.
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nuxvomo
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Post by nuxvomo on Jan 24, 2019 12:29:14 GMT
Btw as there isn't a word about this in the MA manual, I'm curious: How do the synchronized playlists handle tracker modules (.mod, .xm, .s3m, .it)? Sure, Unity supports the formats but how does Master Audio handle them? For example, if I would have per instrument modules which all have equal pattern length (eg. single pattern with one channel), do all the MA features work like they do with .wav & .mp3? Not sure. I've never had that question asked before. Try it and see? It may automatically work. I don't have any files of those extensions. I'm looking into using tracker modules for my game to create a dynamic soundtrack. Was there any resolution here? Does it work in Master Audio? Can't find any other references to it. Thanks!
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Post by DarkTonic Dev on Jan 24, 2019 16:40:05 GMT
I don't know. No one replied to my post about that. I do not have any tracker files to test. But if Unity audio supports it then we support it. Master audio is just audio sources and audio clips under the covers. I would appreciate if you can test it and let us know.
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nuxvomo
New Member
Posts: 5
Posts: 5
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Post by nuxvomo on May 19, 2019 23:54:57 GMT
Sorry for the delay. I was able to export some IT files from OpenMPT and they worked great! I will be doing some more experiments soon and can report back. Really cool that your program is so wide open. I have some big plans for it with the game I'm developing. Thank you for all of your hard work on this asset!
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