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Post by audionoob on Jun 26, 2016 7:49:16 GMT
Hi, We've added Audio Master to our project and managed to get most of it to work. The youtube tutorial videos were very helpful for that (although it's not clear in which order you should watch them). Still, there are some things we couldn't figure out... Questions:1. When you play a Playlist, how can you set it up in such a way that it will alternate 1 song with X seconds of silence ? 2. We have a feature that accelerates time by tap & holding the timer button. On 'Pointer Up' you hear a 'power up' sfx, and on 'Pointer Down' you hear a similar 'power down' sfx. - We tried to add a similar SFX that'd be looping when tap & holding but couldn't make that work : what trigger/settings do you reckon I should use ? - If you simply click & release on the timer button, you will hear the power down sfx overlap on the power up sfx (because the power up lasts ~500ms). How can I make it so the power down sfx cancels the power up sfx when playing ?3. We changed the Group Mixer to 'force 2D' but all the new sounds we add have the 3D Sound Settings settings and their Spatial Blend on 1... Likewise, doing a bulk change on them all doesn't seem to be working. So for now we simply ignore the 3D Sound Settings and change the Spatial Blend manually, but it's a bit annoying and not super safe => any advice ? Thanks a lot for your help. AudioNoob
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Post by DarkTonic Dev on Jun 26, 2016 16:21:26 GMT
#1, you have to use a script called DelayBetweenSongs, it's the only way. #2, Put both those sounds in a single Sound Group, and set its Variation Mode to "Dialog" instead of the default "Normal". Dialog means that only one Variation can play at a time. If there's already one playing, it will be stopped or you can fade it out (additional setting) when the new sound is requested. There are other was you could do it as well but this is easiest. #3, New sounds are created with 3D but as soon as you hit play they will be forced to 2D so it doesn't matter does it?
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Post by audionoob on Jun 29, 2016 21:18:34 GMT
#1 works fine, thank you ! #2 following these steps (Dialog) only the 1st sound plays... Anyways, I guess my main question is "which trigger/event should I use for a tap&hold" ? I found all explanations about the Action Types but nothing about the Behavior Events (https://dl.dropboxusercontent.com/u/40293802/DarkTonic/MA_OnlineDocs/EventSounds.htm)
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Post by DarkTonic Dev on Jun 29, 2016 21:55:57 GMT
There is no tap and hold event in EventSounds. You'd need to just code that yourself.
If you tell another sound to play from the same Dialog Sound Group, it will stop or fade any existing ones.
If that isn't working, please send me a small project that reproduces the bug. It should be working though.
What do you need to know about the behavior events? I can add to the documentation if you think it is missing that. What exactly do you mean by behavior events?
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Post by audionoob on Jul 22, 2016 9:56:06 GMT
Hi,
Sorry for not answering earlier... We had a couple of fires to take care of on the project.
What I mean by behavior events are the items in the "Event to Activate" drop down list - like PointerDown, PointerUp, etc. Right now I feel like I only use the same 3 all the time : Enable, Start, ButtonClick... In one of your video tutoral you explain that Start for instance calls the audio clip 3 times in a row. Which is interesting information. For beginners like me it would be good to have a little explanation of each "event to activate" to understand under which circumstances a certain event should be used. For instance, I don't know why sometimes I see the ButtonClick event and why sometimes I don't (in which case I use PointerDown)...
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Post by DarkTonic Dev on Jul 22, 2016 19:48:59 GMT
You don't see ButtonClick event in the dropdown sometimes, that is because you don't have a Button component added to the same game object. For PointerDown you only need to have any component with a RectTransform, not a button in particular. You will only see the Slider events if you have a Slider component, and so on. This is me saving the user from doing something that wouldn't work and wasting their time. I'm only presenting valid choices for the events when possible.
By the way, the Start event has been "fixed" in later versions so it runs in the correct Execution order and only needs to run once. That's why I took it out of the documentation.
If pointer down works for you, keep using it. Not sure I need to add documentation except to point to the online MonoBehavior documentation for these events...
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