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Post by TinoB80 on Jul 20, 2016 19:16:22 GMT
Hi,
I have a strange issue here, when I start the game in Unity editor it plays a lot of sounds at the same time which is not wanted. In game later on it is working quiet well. Starting the game on a real android device the sound-trash at the startup is even worse and did not stop. I had a look at all my preferences but it seems to be ok.
Unity: 5.3.5f1 Pro (I see this issue since some 5.x versions) Master Audio: 4.0.3
Do you can help me with this strange issue? Thank you! Tino
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Post by DarkTonic Dev on Jul 20, 2016 19:30:04 GMT
Well you haven't really given me any clues to why it is happening. Have you turned on "Log Sounds" in the Advanced Settings section so it will give you the stack track of what code is calling Master Audio to tell sounds to play, in the Console? I would start with that.
If you can't figure it out you can send me a small project that reproduces the problem. This is the first report of this problem, so it's probably something weird or obscure.
Did you by chance turn on any "play on awake" checkboxes on any Audio Sources? This is not supported and could cause such behavior, although it should be logged to the Console as warnings if you did that.
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Post by TinoB80 on Jul 20, 2016 19:55:55 GMT
Ok Thank you for the really fast answer! Log is enabled, but the sounds that were playing at start up are not showing inside your logging. But I saw the following error every time I have the Master Audio GameObject highlighted in the Editor: NullReferenceException: Object reference not set to an instance of an object UnityEditor.AudioSourceInspector.OnDisable () (at C:/buildslave/unity/build/Editor/Mono/Inspector/AudioSourceInspector.cs:165) UnityEditor.AssetDatabase:Refresh() GooglePlayGames.Editor.GPGSUpgrader:.cctor() (at Assets/GooglePlayGames/Editor/GPGSUpgrader.cs:107) UnityEditor.EditorAssemblies:SetLoadedEditorAssemblies(Assembly[]) I found on google that this is some kind of unity clean up error (http://www.moodkie.com/forum/viewtopic.php?f=5&t=913) and they fixed it some time ago. But I see it with the newest Unity version and it is getting worse with every startup. PS: play on awake is of on all sounds. Kind Regards!
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tino
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Post by tino on Jul 20, 2016 20:04:00 GMT
It's me again - I found my login. Update to my last post: this error comes from a Google Play Games Editor Plugin. I dont think it touches Master Audio. Just wondering why this error appears just when clicking on Master Audio at start up. But I dont think this has something to do with my issue.
Edit: I found something - Ill explain later. You dont need to answer my questions yet... Logging works when this error I mentioned is not thrown. And I see a lot of sounds played at T: 0
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Post by DarkTonic Dev on Jul 20, 2016 20:06:46 GMT
I'm not sure. If you find out more, let me know. I don't know anything about that plugin.
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tino
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Post by tino on Jul 20, 2016 20:31:56 GMT
Ok you helped me a lot thank you! With the logging tool I can work it out by myself. The other error can be ignored (just to mention, that the logging is not working when the error occurs).
I see quite a lot sounds played at Time: 0, so it must be close to my pool spawning or something related at object instantiate:
T: 0 - MasterAudio Cueing child 0 of DestroyerExplosion UnityEngine.Debug:Log(Object) DarkTonic.MasterAudio.MasterAudio:LogMessage(String) (at Assets/DarkTonic/MasterAudio/Scripts/Singleton/MasterAudio.cs:4978) DarkTonic.MasterAudio.MasterAudio:PlaySoundAtVolume(String, Single, Vector3, Nullable`1, Transform, String, Boolean, Single, Boolean, Boolean, Boolean, Boolean, Boolean) (at Assets/DarkTonic/MasterAudio/Scripts/Singleton/MasterAudio.cs:1463) DarkTonic.MasterAudio.MasterAudio:PlaySound3DFollowTransformAndForget(String, Transform, Single, Nullable`1, Single, String) (at Assets/DarkTonic/MasterAudio/Scripts/Singleton/MasterAudio.cs:1108) DarkTonic.MasterAudio.EventSounds:PerformSingleAction(AudioEventGroup, AudioEvent, EventType) (at Assets/DarkTonic/MasterAudio/Scripts/Events/EventSounds.cs:1018) DarkTonic.MasterAudio.EventSounds:PlaySounds(AudioEventGroup, EventType) (at Assets/DarkTonic/MasterAudio/Scripts/Events/EventSounds.cs:963) DarkTonic.MasterAudio.EventSounds:OnEnable() (at Assets/DarkTonic/MasterAudio/Scripts/Events/EventSounds.cs:416) UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) PathologicalGames.InstanceHandler:InstantiatePrefab(GameObject, Vector3, Quaternion) (at Assets/Plugins/PathologicalGames/PoolManager/PoolManager.cs:75) PathologicalGames.SpawnPool:InstantiatePrefab(GameObject, Vector3, Quaternion) (at Assets/Plugins/PathologicalGames/PoolManager/SpawnPool.cs:249) PathologicalGames.PrefabPool:SpawnNew(Vector3, Quaternion) (at Assets/Plugins/PathologicalGames/PoolManager/SpawnPool.cs:1783) PathologicalGames.PrefabPool:SpawnNew() (at Assets/Plugins/PathologicalGames/PoolManager/SpawnPool.cs:1759) PathologicalGames.PrefabPool:PreloadInstances() (at Assets/Plugins/PathologicalGames/PoolManager/SpawnPool.cs:1949) PathologicalGames.SpawnPool:CreatePrefabPool(PrefabPool) (at Assets/Plugins/PathologicalGames/PoolManager/SpawnPool.cs:369) PathologicalGames.SpawnPool:Awake() (at Assets/Plugins/PathologicalGames/PoolManager/SpawnPool.cs:196)
Thanks again! Kind regards
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Post by DarkTonic Dev on Jul 20, 2016 22:11:18 GMT
Ok update me later.
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tino
New Member
Posts: 5
Posts: 5
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Post by tino on Jul 24, 2016 10:39:37 GMT
Hi, I found my problem. It was an old version of my pool manager combined with my own laziness. Thanks for the hint with the log option - I woulndt have found the root cause otherwise. Kind regards, tino
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Post by DarkTonic Dev on Jul 24, 2016 17:30:41 GMT
It's a good diagnostic. Sometimes I need to use it also. No problem.
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