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Post by alexrousseau on Mar 28, 2016 12:06:12 GMT
Hi again, I have a new problem with Master Audio. I want to change music using crossfade. For some reason, it works fine the first time when I call the custom event. But for the second time, the music currently playing is instantly stopping giving a weird sound effect. SOme kind of "boup". The video will show you what's happening I use roughly the same code to launch both music //Start music for Memory
MasterAudio.FireCustomEvent ("DreamsBecomeReal", transform.position);
//Start level music MasterAudio.FireCustomEvent ("ComfortableMystery", transform.position);
And here is my EventSounds configuration
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Post by DarkTonic Dev on Mar 28, 2016 19:53:45 GMT
You will need to send me a small project that reproduces this error. I did a quick test and saw no behavior like you describe. Please read the "official bug reporting" thread stickied in this forum for quickest resolution.
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Post by alexrousseau on Mar 29, 2016 11:23:15 GMT
Took me 4hour but I found what the problem was. I have two gameObject with the event sound script. Both of them are listening to the same custom event.
GameObject1 had CustomMystery and DreamsBecomeReal GameObject2 only had CustomMystery
That's why the first transition worked fine and not the second.
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Post by DarkTonic Dev on Mar 29, 2016 15:35:03 GMT
Ok so you are good then right?
The RelationsInspector integration in the new version just submitted should help find problems like this.
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Post by alexrousseau on Mar 30, 2016 7:29:07 GMT
Yes I'm good. I use it to change to a specific music in my playlist. Unless you know a better way, like a specific function, I'll stick with that.
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Post by DarkTonic Dev on Mar 30, 2016 15:23:41 GMT
That will work.
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