|
Post by Dukealicious on Nov 26, 2016 14:18:36 GMT
For the Master Playlist Volume I have it set to 0.3 . On the Playlist Controller Script I have Playlist Volume set to 0.1 . I need them set this way because these values play nice with the medium volume setting built into the Oculus Rift Hardware which is controller through the Oculus Rift Menu. Master Mixer Volume is set to 0.1 for Sound FX and that works perfectly fine.
The problem I am having is that upon starting a level whatever song plays 1st from the playlist (set to shuffle) plays twice as loud as it should and when that song finishes the 2nd song and everyone after plays at the correct volume. I'm sure it is an easy fix but I do not realize what is going wrong. I am on Unity 5.4 3p1 and on Master Audio V. 3.5.8.8
Thank you for your time.
|
|
|
Post by Dukealicious on Nov 26, 2016 14:57:55 GMT
I will update to the latest version of Master Audio to see if that fixes it. I didn't realize I was so many versions behind.
|
|
|
Post by Dukealicious on Nov 26, 2016 16:44:45 GMT
Upgraded to latest version the problem persists.
|
|
|
Post by DarkTonic Dev on Nov 26, 2016 19:30:56 GMT
Upgraded to latest version the problem persists. You're going to need to send me an example project that demonstrates the bug. Playlist Controller bugs in particular have a ton of inter-related settings and it can be quite hard to reproduce without every single setting matching.
|
|
|
Post by Dukealicious on Nov 26, 2016 20:13:08 GMT
OK I fixed it. Don't know what the issue was but it was only happening on level 1. So I just duplicated level 2 and then brought in all the assets from level 1. I don't think it was anything with MasterAudio I must of messed something up at some point when editing level 1. Thanks for your time and for the great asset.
|
|
|
Post by DarkTonic Dev on Nov 26, 2016 20:29:58 GMT
Ok weird.
|
|
guywald
New Member
Posts: 4
Posts: 4
|
Post by guywald on Nov 30, 2016 11:35:37 GMT
It might not be exactly the same issue, might be related. Using a playlist, the first time a songs ends and the next starts a loud click sound is heard.
How to reproduce the issue (4 steps) 1. Create a playlist controller and a playlist with a few audio songs. 2. Make Gapeless 3. In the MasterAudio Playlist Setup set: Crossfade: Override Crossfade time (sec): 0 Uncheck the fade in first song and fade out last song. Song Transition Type: New Clip From Beginning. Clip Create Mode: Clip
4. Create a script which on void Start(): MasterAudio.OnlyPlaylistController.PlaylistVolume = 0.2f;
Once the song ends a louder click will be heard. This is because only one of the audio source in the play list controller has the volume set to 0.2 and the other is 1f. Only when in override mode, once the next song starts the audio is set to 0.2. On the next songs, since the volume is already set it won't happen. But I guess if I'll change the audio volume again it's happen again on the next song change.
My setup: MasterAudio Version: 4.0.6 (Nov 17, 2016). Unity 3d v5.4.3f1 OSX 10.11
Guy
|
|
|
Post by DarkTonic Dev on Dec 1, 2016 1:12:07 GMT
Won't have a chance to look a this today but I should tomorrow. Will post then.
|
|
|
Post by DarkTonic Dev on Dec 1, 2016 20:35:39 GMT
Change the code in PlaylistController, UpdateMasterVolume method to this and let me know if it fixes. If it does, I'll include this in the next update. If it does not, please send me an example project.
public void UpdateMasterVolume() { if (!Application.isPlaying) { return; }
InitControllerIfNot();
if (_currentSong != null) { var newVolume = _currentSong.volume * PlaylistVolume;
if (!IsCrossFading) { if (_activeAudio != null) { _activeAudio.volume = newVolume; }
if (_transitioningAudio != null) { _transitioningAudio.volume = newVolume; } }
_activeAudioEndVolume = newVolume; }
SetDuckProperties(); }
|
|