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Post by DarkTonic Dev on Sept 30, 2018 5:54:41 GMT
V 1.2.4 changelog: - Fixed bug: music was ducking if SFX silent (muted, 0 volume etc).
- Fixed bug: DGSC Sound Group with same name but different casing would cause error.
- Fixed bug: Sometimes on Scene load, a persistent MA game object would log an error with Ambient Sounds script.
- Fixed Inspector bug in Unity 2018.3.
- Fixed bug: Ambient Sound - created scripts were not updating at Fixed Update when that was selected in Advanced Settings.
- Breaking change: SongChanged event for PlaylistController now passes an additional parameter, which is the MusicSetting object. You will need to add it to your method signature if you are subscribing to that event. This new parameter lets you grab song metadata and other values from it.
- Changed minimum Sound retrigger time interval to 0.05 seconds.
- Added song metadata section for Playlists. Each Playlist can now have its own metadata properties you define. Each property has a name, data type, "is required", and "can have multiple per song" fields. Each song then lets you put values on each metadata property you use.
Sample code to select songs based on metadata (simplest to use LINQ): var playlist = PlaylistController.Instances[0].CurrentPlaylist; var favoriteSongs = playlist.MusicSettings.Select(f => f.metadataBoolValues.Any(x => x.PropertyName == "IsFavorite" && x.Value == true)); var songsByBrianOrChris = playlist.MusicSettings.Select(f => f.metadataStringValues.Any(x => x.PropertyName == "Author" && (x.Value == "Brian" || x.Value == "Chris"))); // MusicSettings also contains metadataIntValues and metadataFloatValues - Added "specific variation" textbox to Ambient Sounds so you don't have to play a random one, although you still can.
- Added mesh sphere gizmo for Ambient Sounds so you can see the audible distance of the Sound Group, and know how close you need to be in Scene view.
- Added ability to configure Ambient Sound to fade the sound when it's out of range instead of stop abruptly. Useful for 2D sounds only really since you probably wouldn't hear it at the end of its max distance.
- Added ability to adjust the Max Distance of the Ambient Sound script while seeing the sphere gizmo to represent its size.
- Fixed bug in vp_Effect (UFPS integration package).
- Bulk changes for Variations now work differently. No bunch of copy buttons. You just select the Variations you want, change a field and it affects all checked Variations the same.
- Bulk changes for Songs in a single Playlist now added. You just select the Songs you want, change a field and it affects all checked Songs the same.
- Removed "Show Variation Gizmos" in Advanced Options. No more 'M' Gizmos. Removed "Show Gizmo" in Event Sounds as well.
- Added more Visual Settings options in Advanced Options. Show All Range Gizmos, Show Select Range Gizmos, and a color field for each. These control whether you see mesh sphere gizmos for Event Sounds and Ambient Sound showing the max distance of the selected audio.
- Added "Show Range Gizmo" checkbox in Event Sounds for Play Sound action, and Max Distance slider.
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Post by DarkTonic Dev on Dec 8, 2018 0:17:15 GMT
I've got a beta for PUN 2 if anyone wants to try it out and is using the PUN 2 product by Photon.
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Post by DarkTonic Dev on Jan 28, 2019 23:26:22 GMT
V 1.2.5 changelog: - Fixed return value of PlaySound methods to never return a null object.
- Added PUN 2 package for the new Photon.
- Changes from Master Audio 4.2.1 - 4.2.2.
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Post by DarkTonic Dev on May 13, 2019 21:47:36 GMT
V 1.2.6 changelog: - Added Mirror compatibility as an optional package.
- New Readme.pdf with Mirror instructions.
- Changes from Master Audio 4.2.2 - 4.2.3
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Post by DarkTonic Dev on May 23, 2019 3:38:33 GMT
It's come to my attention that MAM doesn't compile in Unity 2019 unless you install the optional Multiplayer HLAPI plugin. We are in the process of removing the default UNET implementation since it has been deprecated by Unity, and will replace it with a non-functional multiplayer code that at least compiles. We will no longer officially support UNET although we'll still include the UNET package as an option, along with Mirror and Photon (free and PUN) - the rest of which we do support.
Thank you.
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Post by DarkTonic Dev on May 28, 2019 21:48:26 GMT
V 1.2.7 changelist: - Removing default UNET implementation because Unity doesn't have it installed anymore as of Unity 2019. We still have the UNET package if you want to install, but it's no longer maintained by Unity. After installing MAM, install either Photon or Mirror package to start using.
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Post by DarkTonic Dev on Jul 27, 2019 21:12:12 GMT
V 1.2.8 changelog: - All updates from MA V 4.2.5, including support for projects that don't have Physics2D and/or Physics3D installed. Those projects will lose Occlusion, Ambient Sound and the corresponding Event Sounds dealing with those packages' events, but they can compile and use other things.
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Post by DarkTonic Dev on Oct 12, 2019 16:09:03 GMT
V 1.2.9 changelog: - Added a toggle for "Remove Probability-Unplayed Variations" on the Master Audio Manager screen. Defaults to "on". If you turn it off, Variations that aren't played due to failing the Probability To Play check will not be removed from the pool, so they may be played again later through another probability check.
- Fixed bug where a despawned or destroyed Game Object with Ambient Sound script would stop all playing instances of the Sound Group instead of just the single voice.
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Post by DarkTonic Dev on Nov 7, 2019 21:20:30 GMT
V 1.3.0 changelog: - All updates from MA 4.2.7.
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Post by DarkTonic Dev on Jan 23, 2020 20:44:42 GMT
V 1.3.1 changelog: - All updates from MA 4.2.8 & 4.2.9, including full Addressables support!
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Post by DarkTonic Dev on May 5, 2020 20:56:10 GMT
V 1.3.2 changelog: - Added support for experimental Fast Play Mode in Unity 2019.3 - it works by default it you turn on Fast Play Mode on the Unity menu as shown on this page: blogs.unity3d.com/2019/11/05/enter-play-mode-faster-in-unity-2019-3/
- Fixed bug where Persistent Playlist Volume wouldn't work properly with persistent Master Audio game objects.
- Moved Show Welcome Window preference to scriptable asset so it's only for current project, not all.
- Added Min Distance field to Ambient Sound so you can adjust that, which also affects the low slider value of Max Distance.
- Added namespaces to all example and editor scripts so they don't show up in Intelli-sense.
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Post by DarkTonic Dev on May 10, 2020 2:47:32 GMT
V 1.3.3 changelog: - Fixed links in Welcome Window since our hosting changed.
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Post by DarkTonic Dev on Oct 1, 2020 8:22:49 GMT
V 1.3.4 changelog, huge release! - Breaking Change: Removed "Stop Oldest" checkbox for the Bus. Instead there is a "Voices Exceeded Behavior" dropdown there to choose "Do Not Play New Sound" or "Stop Oldest Sound". This dropdown appears when you set a voice limit for the Bus. If you had previously set "Stop Oldest" checkbox, you will need to select "Stop Oldest Sound" from the dropdown now to get it to work the same as before.
- Breaking change: FadeOutNow method on SoundGroupVariation is renamed to FadeOutNowAndStop, because it does stop at the end, always has. If your scripts call this, you will need to update your call to the new method name.
- Fixed bug: Single song playlist that loops with Preload Audio Data turned off would loop just the crossfade section endlessly.
- Fixed bug: Sound Groups limited by "Limit Polyphony" option can now find a Variation to play using Retrigger Percentage, if one exists that satisfies that.
- Fixed bug: Bus "stop oldest / farthest" sometimes stopped a voice and not end up playing a new one.
- Fixed bug: Bus "stop oldest / farthest" sometimes wouldn't play a new one when maxed out on voices.
- Fixed bug: Playing a voice with Retrigger Percentage would also stop the oldest voice when not necessary.
- Fixed bug: Bus voice limit requires an additional variation to exist for the group to play a new voice even when Bus Stop Voice Fade Time is 0 (i.e. you had to have 3 group voices with bus voice limit 2).
- Fixed bug: AudioScriptOrderManager was executing every time you press play. Now it only executes when you open Unity.
- Fixed bug: A a song that was fast-forwarded by code would then start that song next time in the fast-forwarded spot. Now goes back to zero.
- Made music unducking start instantly if the Variation that triggered the music ducking gets paused or stopped.
- Added help text to property drawers to let you know if Master Audio game object is not in the Scene.
- Added new option for Voices Exceeded Behavior for the Bus: Stop Farthest Sound. If you select that, the sound playing the furthest away from the Audio Listener will be stopped to play the new sound.
- Added new option for Voices Exceeded Behavior for the Bus: Stop Least Important Sound. If you select that, each Sound Group will have an Importance and Uninterruptible control. The Importance control you can see on the mixer if you turn it on with "Show Group Importance" and you can also see both on the Sound Group's Inspector. Importance and Uninterruptible work the same here as on Variations. If your bus is at max voices and you try to play a new sound, Master Audio will try and locate a sound that's not Uninterruptible and of lesser or equal Importance to stop. If it can't find one, the new sound won't play.
- Added "Group Play Rule" to Mixer section. Choices are "Always" (default), "When Actor In Audible Range", and "Allow Different Per Group". This is only visible if your Group Spatial Blend Rule is not "Force All to 2D" because the audible range part requires 3D Audio Sources to pull the Max Distance value from. If you choose "When Actor In Audible Range", the Sound Group will only play if the Actor is within audible range, based on the Max Distance of the Audio Source.
- Added a red error box if you haven't made a prefab out of the Master Audio prefabs. To tell you what to do so you don't get your settings overridden (make your own prefab).
- Added an overload to AddSongToPlaylist that takes a MusicSetting object, so you can use that with all the properties you want.
- Added StartPlaylistOnClip method to load a playlist and start playing a certain song.
- Added optional callback arguments to the Fade methods on SoundGroupVariation.
- Added "ClipLength" variable to Playmaker Custom Action "Playlist Controller Get Props".
- Adding a song to a Playlist via code now populates the default song metadata into the song.
- Added an option under Gapless Music Switching for "Auto-Reschedule". It will fix gapless even if you skip around in the track. It only works perfectly with pitch of 1 and sample rate of 48,000 or above. You can override your sample rate to 48,000 for it to work, and that even works on compressed files.
- Added 2 new events to Event Sounds script: Code-Triggered Event 1 & 2. These can be called from code or used in events in the Animation Window by entering the method name (ActivateCodeTriggeredEvent1, ActivateCodeTriggeredEvent2).
- Renamed "Show Range Gizmo" in Event Sounds to "Adjust Audio Range". Now only shows if you have a Sound Group selected to play.
- Changed "Bus Stop Oldest Fade Time" in Advanced Settings to "Bus Stop Voice Fade Time".
- Added Min Distance to range adjustment for Event Sounds, shown by toggling on "Adjust Audio Range".
- Added new controls for Dialog Sound Groups: Importance slider (0-10), which you can set importance for Variations. Only Variations of equal or higher importance than the current playing Variation can interrupt it.
- Added new controls for Dialog Sound Groups: Is Uninterruptible. Check this to hide the Importance slider and this Variation can never be interrupted by another.
- Added Video Player support for Master Audio. Video Players have their own special Sound Group created when you drag them into the Video Players section in Master Audio. Requires Unity 2019.3+.
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Post by DarkTonic Dev on Oct 18, 2020 16:57:27 GMT
V 1.3.5 changelog: - Fixed bug: changing bus doesn't automatically fix order when using Group By Bus.
- Fixed bug: changing the bus in Bulk Edit mode didn't work for more than 1 Group.
- Fixed bug: unducking no longer stopped at previous volume for Playlist Controller after previous version related ducking fix.
- Fixed bug: Addressables package broke its usage so code has been modified to work with the latest version.
- Added 'Clip id' optional field for Variations. This allows you to now use Variations in Dialog Groups so you don't have to create so many Dialog Group. You can give multiple Variations the same Clip id and it will choose one at random when you specify that Clip id as the VariationName to play. Clip id is searched first, and then the name of the Variation Game Object after that. You can still use the Clip id in non-Dialog groups as well if you like, but it's not really necessary.
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Post by DarkTonic Dev on Nov 14, 2020 19:01:58 GMT
V 1.3.6 changelog: - Fixed 2D spatialize bug.
- Fixed bug with Dynamic SGC non-random sound "randomizer".
- Fixed bug: When using an existing bus from DSGC but you specified "new bus", it no longer deletes the Bus when you disable the DSGC.
- Removed unnecessary code in Silence / UnsilenceGroup methods in MasterAudio.cs
- Fixed Unity 2017.1 compile error with Spatializer.
- Removed Unity 5 support.
- Added asmdef files for Core GameKit and a separate one if you have both Core GameKit and Master Audio in your project, should you need them. Install the package from the Assets/Plugins/DarkTonic/CoreGameKit/AssemblyDefinitions folder.
- Added an option to *not* delete the Audio Source on the Audio Listener Game Object if you have one there you need. Master Audio creates one there for previewing in edit mode.
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