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Post by DarkTonic Dev on Dec 1, 2017 1:21:15 GMT
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Post by DarkTonic Dev on Mar 16, 2018 23:50:21 GMT
V 4.1.6 release notes: - Fixed bug: Occlusion hit triggers for raycasts code was incomplete.
- Fixed bug: RelationsInspector code would throw errors in Unity Cloud.
- Fixed bug: EventSounds logs errors to Console if listening to Custom Events.
- Fixed bug: MasterAudio.IsTransformPlayingSoundGroup returned wrong results most of the time.
- Fixed bug: Reloading the current Scene would log errors to Console.
- Fixed bug: Deleting a Sound Trigger event in Event Sounds was not undo-able.
- Fixed bug: Duck Groups were not removed from MasterAudio game object when DGSC disabled. Instead they were still there but for "[None]" Sound Group.
- Fixed bug: Doing a Playlist Controller fade while the music is ducked would first reset the volume back to the pre-ducked volume (louder).
- Fixed bug: Linked Groups did not show Sound Groups from Dynamic Sound Group Creator game objects in the Scene.
- Fixed bug: Could not preview any Sound Group in a Dynamic Sound Group Creator if no MasterAudio game object is in the current Scene.
- Added "Trigger Stay" & "Trigger Stay 2D" event to Event Sounds, with an amount of seconds to wait before performing the audio events.
- Added "Add Song To Queue" to Event Sounds for Playlist Controllers.
- Added "GlideByPitch" API to Variation. You specify target pitch and how long the glide takes, with optional callback.
- Added "GlideByPitch" option to to Sound Group, with optional callback.
- Added "GlideByPitch" option to to Bus, with optional callback.
- Added "Glide By Pitch" option to EventSounds script in the Inspector for Play Sound, and to Group Command, and to Bus Command with Raise Pitch and Lower Pitch options.
- Added "ToggleSoundGroup" and "ToggleSoundGroupOfTransform" API's. They will play the sound if it's not playing and fade/stop it out if it is playing. Also added these options to Event Sounds, Sound Group Command.
- Fixed compile errors for Unity 2018 and possibly 2017 certain versions?
- "Use Random Start Position" on each Variation has been renamed to "Use Custom Start/End Position" and now contains another field for "End %" so you can end the clip on a certain percentage.
- Disabled "loop clip" when using Random Start/End Position, because it wouldn't loop with the clip portion anyway, although we'll try to add this feature later.
- Looped Chain transitions from one Variation to another are now seamless!
- End Linked Group transitions are now seamless!
- Removed "FX Tail Time" and "Add Filter FX" dropdown from Sound Groups. FX Tails and effects should be done on the Unity mixer.
- Added API to cancel the auto-unsubscribe SoundFinished delegate (if any) on a Variation. To use it, call the following: MasterAudio.GrabGroup("SoundGroupName").WillCleanUpDelegatesAfterStop = false;
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Post by DarkTonic Dev on Apr 17, 2018 19:26:44 GMT
V 4.1.7 release notes: - Fixed compile error on Unity 2017.1.
- Fixed unpause mixer bug with Null Exception.
- Fixed bug: MasterAudio.TriggerNextPlaylistClip did not do SynchronizeClips correctly for non-layered music with 0 crossfade. It should work like the Next button in Jukebox. It should keep the position, not start at beginning.
- Fixed bug: Variation pitch would not always reset to original pitch on subsequent plays after GlideByPitch was used.
- Added "FadeOutAllSoundsOfTransform" to Master Audio API and to EventSounds script.
- Added "SoundLooped" delegate callback to Variations so you can get notified each time the audio loops back to the beginning.
- Added "Use Finite Looping" section to Variations so you can loop X times, then it will stop. Also has a Min / Max Loops field to choose a random number within the range.
- Added Master Audio Clip Manager for Unity 5+! Now you can bulk change import settings for all your audio clips, with file name / path filters and paging.
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Post by DarkTonic Dev on Jun 5, 2018 19:29:01 GMT
V 4.1.8 changelog: - Changed the default to not log to the Console when a same-named Master Audio or Playlist Controller is destroyed when you load a new Scene because you already had a persistent one. Also added a new setting to turn this back on for troubleshooting under Persist Between Scenes in Advanced Settings.
- Fixed compile errors on UFPS integration.
- Fixed AmbientSounds, the Audio Source was not moving to closest collider point if you had that selected.
- Fixed bug with Ambient Sounds. Using "child colliders" did not follow the Audio Source.
- Fixed bug where Master Audio Inspector would show no indication of what error was (duplicate Sound Group name) after the initial popup.
- Added method MasterAudio.GetNextVariationForSoundGroup that only works for top-to-bottom Variation Sequence. It returns the AudioSource for the next Variation to be played.
- Moved "Use Spatialize" Advanced Setting under a new heading "VR Settings", that now indicates the chosen Spatializer Plugin in the header.
- Added support for Resonance Audio in Unity 2018+. Besides "Use Spatializer", there's now a new checkbox in VR Settings for "Spatialize Post FX" which will turn that checkbox on for all Sound Group Audio Sources at runtime. And there are buttons there to add Resonance Audio Source components to every Variation's or remove them, if you install the package mentioned next. Additionally, there's an optional package to install "MA_ResonanceAudio" that will make sure ResonanceAudioSource components get copied back and forth when using DGSC and Sound Group Organizers. Note that you will need to move the ResonanceAudio folder into Assets/Plugins to get this to compile though.
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Post by DarkTonic Dev on Jul 17, 2018 19:13:16 GMT
V 4.1.9 changelog: - Fixed compile error in Resonance Audio package.
- Fixed warning on Unity 2018.2
- Now compatible with Bolt Visual Scripting.
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Post by DarkTonic Dev on Sept 30, 2018 4:21:32 GMT
V 4.2.0 changelog: - Fixed bug: music was ducking if SFX silent (muted, 0 volume etc).
- Fixed bug: DGSC Sound Group with same name but different casing would cause error.
- Fixed bug: Sometimes on Scene load, a persistent MA game object would log an error with Ambient Sounds script.
- Fixed Inspector bug in Unity 2018.3.
- Fixed bug: Ambient Sound - created scripts were not updating at Fixed Update when that was selected in Advanced Settings.
- Breaking change: SongChanged event for PlaylistController now passes an additional parameter, which is the MusicSetting object. You will need to add it to your method signature if you are subscribing to that event. This new parameter lets you grab song metadata and other values from it.
- Changed minimum Sound retrigger time interval to 0.05 seconds.
- Added song metadata section for Playlists. Each Playlist can now have its own metadata properties you define. Each property has a name, data type, "is required", and "can have multiple per song" fields. Each song then lets you put values on each metadata property you use.
Sample code to select songs based on metadata (simplest to use LINQ): var playlist = PlaylistController.Instances[0].CurrentPlaylist; var favoriteSongs = playlist.MusicSettings.Where(f => f.metadataBoolValues.Any(x => x.PropertyName == "IsFavorite" && x.Value == true)); var songsByBrianOrChris = playlist.MusicSettings.Where(f => f.metadataStringValues.Any(x => x.PropertyName == "Author" && (x.Value == "Brian" || x.Value == "Chris"))); // MusicSettings also contains metadataIntValues and metadataFloatValues - Added "specific variation" textbox to Ambient Sounds so you don't have to play a random one, although you still can.
- Added mesh sphere gizmo for Ambient Sounds so you can see the audible distance of the Sound Group, and know how close you need to be in Scene view.
- Added ability to configure Ambient Sound to fade the sound when it's out of range instead of stop abruptly. Useful for 2D sounds only really since you probably wouldn't hear it at the end of its max distance.
- Added ability to adjust the Max Distance of the Ambient Sound script while seeing the sphere gizmo to represent its size.
- Fixed bug in vp_Effect (UFPS integration package).
- Bulk changes for Variations now work differently. No bunch of copy buttons. You just select the Variations you want, change a field and it affects all checked Variations the same.
- Bulk changes for Songs in a single Playlist now added. You just select the Songs you want, change a field and it affects all checked Songs the same.
- Removed "Show Variation Gizmos" in Advanced Options. No more 'M' Gizmos. Removed "Show Gizmo" in Event Sounds as well.
- Added more Visual Settings options in Advanced Options. Show All Range Gizmos, Show Select Range Gizmos, and a color field for each. These control whether you see mesh sphere gizmos for Event Sounds and Ambient Sound showing the max distance of the selected audio.
- Added "Show Range Gizmo" checkbox in Event Sounds for Play Sound action, and Max Distance slider.
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Post by DarkTonic Dev on Dec 19, 2018 21:00:20 GMT
V 4.2.1 changelog: - Fixed bug: Ambient Sound Collider was wrong size sometimes.
- Fixed bug: Ambient Sound "follow nearest collider" setting didn't process as many per frame as you selected.
- Fixed bug: Unity 2018.3 beta will strip away most of the Audio Source Templates and Group Templates so you can't create Sound Groups. Added buttons to recognize missing templates and a button to add all.
- No PlaySound methods return a null PlaySoundResult object now, so no need to check for that.
- Added "Trigger Re-Enter Fade In Time" to Ambient Sounds, and a volume field as well.
- You can now use loop with custom start position, as long as the custom end position is 100%. Looping will go back to the beginning of the clip.
- We no longer try and detect if you're in Project View mode for sub-game objects, because it leads to extra workflow in Unity 2018.3.
- Resonance Audio buttons to add Resonance Audio Sources to all Variations is now a checkbox, and it now adds them to Groups created later and by DGSC's.
- Added integration for "Oculus Integration" plugin on Unity Asset Store. ONSP Audio Sources can now be added automatically to every Variation by clicking a checkbox in Advanced Settings / VR. You must install optional package "MA_Oculus" to get this. Move Oculus folder from Assets to Assets/Plugins, then move all files in any Editor folders inside that to Assets/Plugins/Editor/Oculus (create the folder).
- Fixed warning in Unity 2018.3 about deprecated WWW object.
- Fixed 2018.3 Inspectors - could not be used at runtime.
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Post by DarkTonic Dev on Jan 28, 2019 22:37:17 GMT
V 4.2.2 changelog: - Fixed bug: With gapless song transitions on, if you queued a song after a song already looped, it would start immediately. Now it wait until the end of the current loop.
- Fixed bug: With gapless song transitions on, if you play a song after one is already scheduled, it plays the same song twice in a row.
- Disabled prefab checking in Unity 2018.3+.
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Post by DarkTonic Dev on May 8, 2019 19:54:18 GMT
V 4.2.3 changelog: - Removed Upgrade to 3.5.5 button on Master Audio Manager since it's been over 4 years since that update. No longer needed.
- Fixed bug: TriggerExit doesn't fire when an object is disabled right after Instantiating and TriggerEnter instantly fires. This led to problems with sounds playing that should not be with AmbientSounds on pooled Game Objects (with Pool Boss or Core GameKit).
- Fixed bug: Ambient Sounds had a problem with "Use Closest Collider Position" where it didn't place the collider in the correct position initially.
- Fixed bug: Disabling the Audio Listener and enabling a different one would make Ambient Sound scripts stop working. Now I've added a method: MasterAudio.AudioListenerChanged, that you can call when the Listener changes to a differnet game object to fix it.
- Fixed compile error when using in conjuction with SteamVR due to their lack of namespacing their classes.
- Fixed warning: Script execution order thing with DGSC and Ambient Sound would log "missing sound group". Added a check so the warning doesn't happen. It was working properly aside from the warning.
- Added a warning to the Console telling you that Ambient Sound script won't work if you have disabled collisions between Ignore Raycast layer and itself.
- Added FadeOutOldBusVoices, StopOldBusVoices, FadeOutOldSoundGroupVoices, StopOldSoundGroupVoices commands, where you define how many seconds "old" is.
- Added the above 4 new commands to Event Sounds.
- Added Comments field to Sound Groups (for your use only).
- Added "Sort Alpha" checkbox (defaults to true) in the Mixer section. If you uncheck it, things will appear in the same order as Hierarchy, otherwise sorted (works within bus filter as well).
- Added "Show Bus Colors" checkbox in mixer section (defaults to off). If you turn it on, you can select a color for each bus. Each Sound Group will have a small square of that color at the left of the mixer row.
- Added PlaylistAttribute, which you can decorate your public string variables in your scripts with. It will show a dropdown of all the Playlists in the Scene that you can select from.
- Added PlaylistEnded event to PlaylistController, so you can get subscribe and know when the last song is done playing (if the Playlist doesn't loop).
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Post by DarkTonic Dev on Jun 1, 2019 18:40:22 GMT
V 4.2.4 changelog: - Fixed warning: Script execution order thing with DGSC and Ambient Sound would log "missing sound group". Added a check so the warning doesn't happen. Fixed a similar bug last update but it was only half the problem.
- Fixed bug where re-enter mode of Ambient Sound wouldn't play anything after the first trigger enter if set to "fade in same sound".
- Fixed bug where adding a new song after song metadata is created in a Playlist won't add the required metadata properties, with no way to add them.
- Added MasterAudioPlaylistChange Playmaker Custom Action.
- Fixed invisible control headers on Unity 2019.
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Post by DarkTonic Dev on Jul 26, 2019 19:43:59 GMT
V 4.2.5 changelog: - Made compilation possible without having Physics3D and/or Physics2D installed. You will lose Occlusion / AmbientSound functionality and corresponding events on EventSounds depending on which you remove, but everything else will work. Check the Physics page on the documentation on how to get it compiling since you have to add a define for each missing package. Link here: www.dtdevtools.com/docs/masteraudio/Physics.htm
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Post by DarkTonic Dev on Oct 11, 2019 20:32:42 GMT
V 4.2.6 changelog: - Added a toggle for "Remove Probability-Unplayed Variations" on the Master Audio Manager screen. Defaults to "on". If you turn it off, Variations that aren't played due to failing the Probability To Play check will not be removed from the pool, so they may be played again later through another probability check.
- Fixed bug where a despawned or destroyed Game Object with Ambient Sound script would stop all playing instances of the Sound Group instead of just the single voice.
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Post by DarkTonic Dev on Nov 7, 2019 20:58:53 GMT
V 4.2.7 changelog: - Fixed bug: Song Alias field was not used for IsSongPlaying or QueuePlaylistClip methods.
- Fixed many Inspector problems in Unity 2019.3 (beta).
- Now disabling all Sound Group Variation Game Objects not playing audio for increased performance!
- Removed the ability to Clone a variation from the Inspector, because Unity doesn't allow you to reparent it so it would be in the wrong location. You will need to clone Variations from the Hierarchy now.
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Post by DarkTonic Dev on Nov 15, 2019 2:55:48 GMT
V 4.2.8 changelog: - Fixed more Inspector problems in Unity 2019.3 (beta).
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Post by DarkTonic Dev on Jan 23, 2020 20:53:59 GMT
V 4.2.9 changelog: - Bug fix for Ambient Sound in 4.2.6 broke other things. Now fixed in a better way that doesn't cause other issues.
- Fixed bug: Dragging more than 1 Variation only created 1 Variation.
- Fixed compile error when either Physics2D or Physics3D aren't installed. Now there's a Welcome Window where you must check those boxes to enable 2d and 3d features.
- Ambient Sound now disables the creation of its tracker triggers by 1 frame so it won't cause audio glitches such as when the script is on a Game Object being instantiated and instantly disabled for pooling purposes.
- Removed option for "Load Resources Async" under Resource File / Audio Clip settings because now it is always async.
- Added Performance Settings section in Advanced Settings. Has an option to "Perform Code Warming" which defaults to on. It shows the Warm Sound Group there if enabled. Now defaults to the first Sound Group with an Audio Clip Variation.
- Added support for Addressables for Sound Groups and Playlists. 3rd Audio Origin of "Addressable" now exists if you enable Addressables support on the new Welcome Window and have Addressables package installed.
- Note: Dragging a non-Addressable into a Master Audio Addressable field may make the Audio Clip an Addressable if it isn't already.
- Removed "File On Internet" option. It could never unload anyway.
- Renamed Resource File / Audio Clip Settings to Audio Clip Settings. Now we will have Addressable settings there too if you have the feature enabled.
- Added "Unused Addressable Life (seconds)" field to each Sound Group. This lets you specify to keep the Addressables in your Variations around for an extra X seconds after it's no longer used. This will avoid having to load it again in that time frame since we cache the loaded Addressables on our side.
- Re-ordered the sections of Advanced Settings. There are a lot now so I put them in alphabetical order.
- Fixed the deletion of game object (Sound Groups and Variations) in Unity 2018.2+ when they're part of a prefab. It was logging an error to the Console and not deleting.
- Put back the "Clone" icon and made it work in Unity 2018.2+.
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