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Post by DarkTonic Dev on Dec 23, 2016 6:23:42 GMT
V1.0 approved by Asset Store!
-initial version only supports Photon. UNET support coming soon!
Upgrade pricing available to existing or new Master Audio users.
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Post by DarkTonic Dev on Feb 3, 2017 22:54:50 GMT
V1.1 changelog:
-UNET support added, it is the default. Photon support still there by installing an included optional package. -Newest Master Audio additions (see Master Audio release notes for details).
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Post by DarkTonic Dev on Feb 20, 2017 6:44:01 GMT
V 1.1.1 changelog: - Bug fix: Occlusion code no longer causes any Garbage Collection when occlusion is turned off (or on), except possibly during the frame that you turn it on during runtime (which wouldn't happen in normal game play I think).
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Post by DarkTonic Dev on Mar 10, 2017 6:28:33 GMT
V 1.1.2 changelog: - Changes to Linked Groups (on Sound Group Inspectors). There is no longer the option of "Play when Requested", only "play when played". Now there are separate sections for "Start Linked Groups" and "Stop Linked Groups". The "Start" ones are as before. The "Stop" ones enable chaining of Sound Groups, and play when the Sound Group's Variations stop playing. This lets you set up chains of FX.
- Added "Linked Groups To Play" dropdown for both Linked Group types (start and stop). Choices are "All" (default) and One At Random.
- SoundGroupAttribute now has a gear icon to edit the chosen Sound Group, and preview / stop icons.
- Added preview and stop buttons to Sound Group settings on Event Sounds.
- Master Audio game object is now in the Ignore Raycasts layer.
- All children of Master Audio game object (followers / variations / etc) now take the layer of the MA game object once the Scene starts. This will help make the triggers used by Audio Listener Follower not interfere with raycasts.
- Now having more than one of the same Sound Group set up in Music Ducking will log a warning to the Console and show you a red error box in the Inspector.
- Added a button to Copy Settings in Sound Group's Inspector so that you can bulk copy the Voices / Weight field from one Variation to any/all others. This field was strangely missing from that section.
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Post by DarkTonic Dev on Apr 7, 2017 19:21:37 GMT
V 1.1.3 changelog: - Fixed bug: Scene reloading would cause Custom Event Listeners to be shown increasingly more times as Listeners in the Inspectors.
- Fixed bug: If LowPassFilter already exists on Variation, Occlusion will log error when trying to add the Component.
- Fixed bug: Dynamic Sound Groups with "Use Localized Folder" would not correctly unload Resource files when the DGSC was disabled.
- Added "Add to Ducking" button to Bulk Group Changes section on Group Mixer. Will add all selected Groups to Music Ducking.
- Added "Use Spatializer" checkbox on Advanced Settings for Unity 5.4 and up. If checked, and you have selected "OculusSpatializer" from the Spatializer Plugin dropdown on AudioManager screen, then "Spatialize" checkbox on all Audio Sources for Sound Groups will be checked when you click enter Play mode.
- Added Audio Source Template of "Max Distance 10" and tweaked all Audio Source Templates so 0 is reached at max distance.
- Added option for Occlusion to choose whether "Ray Casts Hit Triggers". Defaults to true as that's the normal Unity option.
- Fixed Unity 5.6 compilation error.
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Post by DarkTonic Dev on May 5, 2017 5:30:47 GMT
V 1.1.4 changelog: - Fixed compile errors for Unity 2017 beta.
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Post by DarkTonic Dev on Jul 22, 2017 2:59:49 GMT
V 1.1.5 changelog, big release! - Fixed compile errors for Unity 2017 beta.
- Fixed compile error in Unity 4.7.
- Fixed bug: Silent Variations would stop a Chained Loop when "played". No longer.
- Fixed bug: Occlusion didn't work outside of editor.
- Fixed bug: Ambient Sound script was not able to play a "file on internet" if it was not finished loading by the time Ambient Sound told it to play.
- Fixed bug: Playing an asyncronously loaded Resource file and then immediately telling it to FadeToVolume caused a Null Reference Exception.
- Fixed bug: Pausing a Playlist Controller without auto-advanced on would stop the song.
- Fixed bug: Occlusion didn't work if you started your Scene without an Audio Listener.
- Added missing "Sound Spawn Mode" dropdown to Footstep Sounds script.
- Added "timed to animation % complete" Sound Group + Custom Event firing for the 2 MechanimEvent scripts.
- Added multi-timed Sound Groups and "stop sound on state exit" checkboxes to MechanimStateSounds script.
- Added commands PauseBusOfTransform / UnpauseBusOfTransform / StopBusOfTransform. Added these to the Bus Commands on Event Sounds script as well.
- Song Transition Type "New Clip From Last Known Position" now does not hide the Song Start Position fields, but they are only used the first time each song is played.
- Added extension methods for all Master Audio methods that take a Transform object so now you can do the MA methods from the Transform itself. i.e. TransformVariable.StopSoundGroupOfTransform("SoundGroupName");
- Added new method: MasterAudio.IsTransformPlayingSoundGroup(string soundGroupName) - returns boolean
- Added new method: MasterAudio.GetAllPlayingVariationsOfTransform() - returns a list.
- Added "Probability to Play %" field to Variations. Defaults to 100%. If you select something less than 100%, it will calculate a random number (0-99) whenever it is selected to play and if the random number is less than the field, it will not play.
- Added 2-way tracking (added a component to caller game object shows all SFX playing from transform, with pause/stop/unpause buttons, and also has those buttons for each Sound Group and for all Sound Groups. This code only happens in the editor since it causes slight garbage collection.
- Added new options of willStopAfterFade and willResetVolumeAfterFade to MasterAudio.FadeSoundGroupToVolume and MasterAudio.FadeBusToVolume. Added checkboxes to EventSounds with these options.
- Added checkboxes for the new fade options to all the optional integration packages with other plugins.
- Added new method: MasterAudio.IsSoundGroupPlaying(string soundGroupName); returns true if any voices are playing or paused.
- Added play / stop / pause / unpause buttons in Group inspector.
- Added Custom Event Categories for visual organization.
- Upped Max Delay Between Looped Chain sounds from 20 seconds to 300.
- Added IsSongPlaying(songName) API method to PlaylistController.
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Post by DarkTonic Dev on Aug 30, 2017 6:16:39 GMT
V 1.1.7 changelog: - Fixed bug: with Loop Playlist off, last Resource file doesn't get unloaded at end. No code to detect this.
- You now can drag a folder containing 1 or more Audio Clips into the "Drag Audio Clips here" boxes. It can contain other things too - only the Audio Clips will be processed in bulk.
- Added code to restore a slider's value during Awake if it has been used in Event Sounds to set Persistent volumes (music / mixer / group / bus). Now you don't have to write that code.
- Added new Log field of "Log Out Of Voices" in Advanced Settings. This is on by default. Will tell you when you run out of voices for the Bus / Sound Group / polyphony limits and other limits if turned on.
- Made "Disable Logging" shut off the non-important (info) logging as well.
- Removed "Variation Fading" option in Advanced Settings. Always does a stop if you "Fade Early" a Variation.
- Added a configurable fade time when stopping Variations from Stop Oldest option on the Bus. Default is 0.3 seconds. Settable from 0 - 1 second under Advanced Settings / Fading.
- Random volume and pitch settings are now heard through preview in edit mode.
- Added UFPS integration package.
- Added SongLooped event to PlaylistController.
- Added ability to play a Custom Event from Crossfade Start, Playlist Started, Playlist Ended & Song Looped on Playlist Controller.
- Updated all Inspector links to new domain (Dropbox is gone).
- The last version missed some of the updates for the UNET option. Photon was fine. Now fixed.
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Post by DarkTonic Dev on Aug 30, 2017 19:17:50 GMT
Attention: Dropbox is dropping support for public links, so we have moved everything (API websites, documentation, downloads) to our new domain www.dtdevtools.com. All our plugins have a new version published with updated links. Please download the latest so as to avoid any dead links. This is important for Master Audio especially, since they help links in the Inspector will be pointing to Dropbox until you update. Thank you for your support!
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Post by DarkTonic Dev on Nov 25, 2017 5:50:01 GMT
V 1.1.8 changelog (big one!): - Fixed issue: When "save runtime changes" is on, Custom Events, Playlists, Duck Groups and Buses in DGSC's no longer stay in the Master Audio game object after hitting stop.
- Fixed bug: Relations Inspector didn't show linked groups of linked groups.
- Fixed warning on Unity_2017 having to do with "Save Runtime Changes".
- Fixed bug where Mechanim Timed Custom Event wouldn't play timed event unless other unrelated checkbox was checked.
- Fixed bug where only 1 of an Audio Clip with "Preload Audio Data" could be played inside a single Sound Group at once.
- Added MasterAudio.DeleteGroupVariation to API.
- Added "Max Pos. Recalcs / Frame" for Ambient Sounds under Advanced Settings, for use with the new Use Closest Collider Position option.
- Added a setting in Advanced Settings to turn off the non-gravity RigidBody on ListenerFollower if you don't use Ambient Sounds script.
- Added logic to not rescan Groups in Master Audio Inspector unless the list of groups has changed.
- Updated Playmaker Custom Action "Master Audio Play Sound With Event" to have all the options that the Play Sound action has.
- Added "Use Closest Collider Position" checkbox to Ambient Sound script (Unity 5.6 and up only). This will reposition the Audio Source for the caller every frame to the closest point on the collider of the caller, if one exists. This overrides the "Follow Caller" option.
- Added the ability to choose top collider, child colliders or both with the Use Closest Collider Position option.
- Added the alternate "File Player Prefs" for XBox and made it the default for XBox platform. So now you can do Persistent Settings and other Player Pref dependent code on XBox as well.
- Add a new setting under Audio Listener Settings on Advanced Settings, called Variation Update Method. Defaults to Late Update, but you can change it to Fixed Update if your Audio Listener is on a Physics (gravity rigidbody) object, so audio glitches will be eliminated.
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Post by DarkTonic Dev on Jan 30, 2018 1:01:33 GMT
Master Audio pricing has been increased, but the Multiplayer version still costs the same - as a result, the upgrade price is now only $20! Great chance to grab the *only* multiplayer audio solution in town for less than a cheap date!
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Post by DarkTonic Dev on Mar 16, 2018 23:51:18 GMT
V 1.1.9 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 18, 2018 19:00:38 GMT
V 1.2.1 changelog: - 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.
- Added more RPCs: AddSongToQueue, GlideByPitch on Sound Group & Bus, ToggleSoundGroup & ToggleSoundGroupOfTransform. Event Sounds uses these too.
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Post by DarkTonic Dev on Jun 5, 2018 19:23:19 GMT
V 1.2.2 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 18, 2018 15:33:53 GMT
V 1.2.3 changelog: - Fixed compile error and warning on Unity 2018.2.
- Now compatible with Bolt Visual Scripting.
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