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Post by DarkTonic Dev on Dec 1, 2014 6:48:57 GMT
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Post by DarkTonic Dev on Dec 2, 2014 7:40:02 GMT
Here's a new video for a typical Playmaker usage of Master Audio!
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Post by DarkTonic Dev on Dec 5, 2014 5:10:47 GMT
V 3.5.6.8 changelog. Now support for "no code" audio for all Unity 4.6 UI events! - Fixed problem where lowering the pitch of a Variation after it has started playing would end the sound early based on it's calculated end time when it started playing.
- Now allowing longer Group names on Mixer and Dynamic Mixer sections. They got cut off before.
- Reduced audio latency by 90%! Since V 3.5.5 we've had a 1 frame delay in sound playing! That is now gone.
- Fixed previewing of Playlist songs that were Resource files. That hasn't worked for some time.
- Added all Unity 4.6 UI events to EventSounds script: Slider.onValueChanged, Button.onClick, PointerEnter, PointerExit, PointerDown, PointerUp, Drag, Scroll, UpdateSelected, Select, Deselect, Move, InitializePotentialDrag, BeginDrag, EndDrag, Submit, Cancel.
- Removed minimal mode choice from EventSounds. Always minimal mode now.
- Added a dropdown in EventSounds to select between Legacy and uGUI events if you're on Unity 4.6. Then the other won't be shown or work (so many options in the dropdown now!) Note that any Unity 4.6+ users will now default to uGUI, so if you want to use Legacy events, you will have to switch this dropdown back on each component that uses it.
- DF-GUI users will need to re-install the latest Master Audio DF-GUI package to get the Unity 4.6 UI features in the DF-GUI version of Event Sounds.
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Post by DarkTonic Dev on Dec 14, 2014 23:03:28 GMT
V 3.5.6.9 changelog: - Fixed FX Tail time to work again (broke on last version due to another bug fix).
- Fixed bug where music did not ever unduck during Time scale of zero. Now it works the same regardless of Time scale.
- Updated Unity 5 beta integration to have uGUI support.
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Post by DarkTonic Dev on Dec 29, 2014 5:43:19 GMT
New video up! How to use the EventSounds script (no coding needed) to trigger audio from uGUI (Unity 4.6 GUI) objects!
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Post by DarkTonic Dev on Jan 5, 2015 1:18:53 GMT
V 3.5.7 changelog: - Some variable names were too close to property names, so had to be changed. These will reset to 1 so your volumes will be lost (next 3 items).
- Playlist Volume on Playlist Controller (will revert to 1 so please re-set your Playilst Controller volumes).
- Master Mixer Volume on Master Audio (will revert to 1 so please re-set it on the Master Audio prefab).
- Master Playlist Volume on Master Audio (will revert to 1 so please re-set it on the Master Audio prefab).
- Fixed some weird caching bugs when using persistent MA prefab with a non-persistent Playlist Controller.
- Fixed bug: If you had another class called Button or Slider (besides Unity GUI ones), EventSounds script wouldn't compile.
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Post by DarkTonic Dev on Jan 6, 2015 6:55:53 GMT
V 3.5.7.1 changelog: - Added Audio Source Templates feature. There's now a folder at DarkTonic\MasterAudio\Sources\Prefabs\AudioSourceTemplates which holds 4 Audio Source Templates. You can create more if you like. When you turn on Bulk Group Changes for the mixer, there's a button "Apply Audio Source Template" that will do it for all selected Groups.
- All Variations created in the Master Audio prefab now use the selected Audio Source Template if you have any.
- Added Audio Source Templates feature to Dynamic SGC prefab as well. It affects all Variations created after you select one.
- Added "Apply Audio Source Template to All" button on Dynamic SGC and Master Audio. That way you can do it without going into bulk mode.
- Updated Playmaker example Scene, it had a bug.
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Post by DarkTonic Dev on Jan 19, 2015 9:04:49 GMT
New video showing how to integrate Master Audio with Unity 5's Audio Mixer!
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Post by DarkTonic Dev on Jan 25, 2015 21:53:48 GMT
V 3.5.7.2 changelog: - Refactored Custom Event tracker code to handle scale much better.
- Added option in Master Audio Manager window to display all pitch settings as semitones instead of Unity -3 to 3 ranges.
- Minor refactoring of all code with ReSharper. Code is cleaner to read now but should not break anything you've already set up.
- Added option to EventSounds script to use the UI Slider value from a UI Slider Changed event to set any volume (this is the new default). The old behavior made you specify a volume. Volume Mode dropdown now appears for Slider Changed event only.
- Added new Global Command options to EventSounds: Set Master Mixer Volume, Set Master Playlist Volume. All can use slider value.
- Added new Persistent Settings Command options to EventSounds: Set Group Volume, Set Bus Volume, Set Mixer Volume, Set Music Volume. All can use slider value.
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Post by DarkTonic Dev on Feb 12, 2015 3:55:31 GMT
V 3.5.7.3 changelog: - Fixed Resource.Load command for Unity 5 beta 22. It wouldn't export as a standalone.
- Added warning to Console if you checked Play on Awake on the Playlist Controller's Audio Sources. Those have no function in Master Audio and can lead to buggy behavior.
- Added warning to Console if you checked Play on Awake on any Variation's Audio Source. Those have no function in Master Audio and can lead to buggy behavior.
- Now Unity 5 users can load Resources asynchronously again on Unity 5 beta 22!
- Fixed bug where when using Save Runtime Changes, Custom Events wouldn't fire sometimes because lastFrameFired didn't reset.
- Fixed bug where immediately calling JumpToTime after playing a Variation would not work.
- Fixed bug where Fade to Volume action on Playlists for Event Sounds always faded to 0 regardless of slider volume for non-uGUI events.
- Fixed bug where Gapless song transitions didn't work any more.
- Removed EventCalcSounds.cs from plugin. Should no longer be needed.
- UI overhaul. Now it's much more intuitive and related controls are grouped into bordered boxes. It shouldn't confuse anyone who used it before.
- Updated DF-GUI optional package.
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Post by DarkTonic Dev on Feb 24, 2015 0:49:19 GMT
V 3.5.7.4 changelog: - Fixed bug with SoundGroupAttribute when no Master Audio prefab is in the Scene and you hit Play.
- Fixed bug with Playlist Controller that's muted playing audio when the Scene changes.
- Fixed bug where "Mechanim State Changed" sound wouldn't work after you disabled the Game object and enabled it again.
- Fixed bug with Dynamic SGC existing bus, when the bus is missing.
- Fixed bug with EventSounds component unable to unregister itself from Custom Event Listeners when the Master Audio game object gets destroyed by a Scene change.
- Fixed bug where negative volume settings (Variation random volume) would display NaN for volume when using "display dB for volumes" option.
- Fixed more scene changing bugs with Dynamic SGC's.
- Added ability to turn off Master Audio logo at top of Inspectors. It does function as a navigation back to the Master Audio prefab in the Scene, but some people don't use it.
- Added separate UI colors for light and dark Unity skin.
- Added narrow mode as a toggle under the Mixer section. This hides some less important controls and makes Master Audio workable with a "normal width" Inspector.
- Fixed scene changing bug with DelayBetweenSongs script.
- Fixed bug where Custom Fading on a Variation would act as if in Chained Loop mode even if it wasn't.
- Added a red error in the Console if you try to call any Playlist Controller method before it has initialized itself. The message will explain how to get it to work properly.
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Post by DarkTonic Dev on Mar 11, 2015 23:31:12 GMT
V 3.5.7.5 changelog: - Master Audio Clip Manager now shows .aiff files as well.
- Fixed bug when the first Sound Group if configured as a ducking sound would log an error in the console.
- Fixed bug with PersistenAudioSettings.MusicVolume getting set would fail on Scene restarts.
- Fixed bug where multiple Syncrhonized Playlists starting in a Scene would sometimes log an error in the Console.
- Added Toggle (uGUI) to EventSounds.
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Post by DarkTonic Dev on Mar 16, 2015 4:15:21 GMT
V 3.5.7.6 changelog: - Added namespace to all System.Action usages in case you have another Action class.
- Fixed bug where Dynamic Sound Group Creator no longer removed temporary items on Unity 5.
- Fixed bug where Event Sounds' Inspector didnt' line up multiple actions in the UI correctly.
- Fixed bug where Footsteps script only played sound for the first footstep group.
- Fixed Persistent Group & Bus volume to use Player Prefs (more permanent and works in multiple sessions).
- Fixed bug where shuffle mode Playlists would log an error to Console on startup.
- Now Custom Events that are created Dynamically can still be subscribed to.
- Added "toggle mute bus" command to API and to Event Sounds script.
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Post by DarkTonic Dev on Apr 3, 2015 15:28:08 GMT
V 3.5.7.7 (waiting for Asset Store approval) changelog: - Changed label of Weight (Instances) to "Voices (Weight)" for less confusion.
- Changed UndoHelper to AudioUndoHelper to avoid conflicts with our other plugins.
- Fixed compile errors in optional DF-GUI package.
- Fixed volume level bug when using "fade in first song" with zero crossfade.
- Fixed fade in bug where it set volume to zero with no fade in (makes FadeOutNow inaudible).
- Fixed preview of Sound Group in Dynamic Sound Group Creator. It didn't respect the Group's volume fader.
- Fixed bug: FadeSoundGroupToVolume and FadeBusToVolume did not execute their callback if you had it fade faster than 0.1 seconds.
- Fixed bug: Caller Despawned Fade stops suddenly instead of fading when TimeScale is zero.
- Consolidated all Master Audio menu items under "Window" into a new parent "Master Audio" menu item.
- Fixed 2D Toolkit package compile errors due to recent changes in main Master Audio code.
- Breaking change (if you have written code): All classes are now in the DarkTonic.MasterAudio namespace. You will need to add "using DarkTonic.MasterAudio;" at the top of all scripts you've written that use the Master Audio API.
- Updated Behavior Designer packages to use the new namespace.
- Updated DF-GUI package to use the new namespace.
- Updated Playmaker package to use the new namespace.
- Updated 2D Toolkit package to use the new namespace.
- Eliminated CoRoutines in MasterAudio and PlaylistController classes. Ignore Time Scale now only used for "DelayBetweenSongs" script and EventSounds Start event.
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Post by DarkTonic Dev on May 1, 2015 5:46:11 GMT
V 3.5.7.8 (waiting for Asset Store approval) changelog: - Now Sound Groups from any Dynamic Sound Group Creator game objects in the Scene appear in the dropdown list in our custom Inspectors for Event Sounds, Button Clicker and other scripts!
- Renamed UndoHelper to AudioUndoHelper to match the code class.
- Fixed bug: Fire Items Created Event in Dynamic SGC would hide the rest of Inspector below that when Master Audio not in Scene.
- Fixed bug with manual Master Audio prefab creation and order of scripts not allowing Playlist to play.
- Fixed compile error for Windows Store platform.
- Fixed a bug with FadeOutNow not working when called immediately after PlaySound.
- Updated BehaviorDesigner package with their latest updates.
- Moved AudioUndoHelper into main Editor folder. No need for extra folder when it can't be shared with our other plugins. Please delete the old one in DarkTonic\Editor folder when updating.
- Fixed compilation for all versions of Unity 5, future, beta and present.
- Added 4th Spatial Blend Rule to Sound Groups: "Use Curve From Audio Source". This allows you set to a graph (green line) for Spatial Blend based on distance in the Audio Source. Choices are only visible when Spatial Blend Rule is set to "Allow Different Per Group" on mixer.
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