tukor
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Post by tukor on Jan 19, 2017 9:32:39 GMT
Hey there i bought master audio some time ago, and used it for some proyects and working good.
The thing is, now im making a fps wich i never did; so i need some objects to cast the sound (I use playmaker) and i really cant make the sounds to come from the object. Never needed that before as i was making 2d things.
The thing is:
I create the group in the MasterAudio main prefab as always. Then in the object i create a playmaker Fsm and i use "masteraudio play sound".
In it i check the "attach to game object" thing.
Not matter if i set this action to "use owner" (as the Fsm already belongs to the object i want the sound to come from) or to specific object-this same object. The sound always sounds at me and never fades with distance. I readed about this, watched tutorials and made sure that the sound is set to 3D (Group spatial blend rule in the main masteraudio prefab to force all 3d.)
I noticed in the scene view that it seems the prefab follows the first person controller (and its camera). So i changed it in advanced settings to false under "follow audio listener" and then it does not follow. But then the sound stays there, it does not follow or is attached to the object (which moves around).
I also know about the actions script, but as far as i understand what i want is to manage this from playmaker and no actions script should be necessary?
Can you give me a quick help please?
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Post by DarkTonic Dev on Jan 19, 2017 16:33:16 GMT
First of all you will need to update to the latest version of Master Audio. There is no Follow Audio Listener option anymore. That was for the Master Audio game object itself (for previewing) and not actual playing sound effects.
No other scripts or Custom Actions are necessary. You don't even need Custom Actions to play sounds most of the time (just use EventSounds for the many events it provides). I would say don't use a Custom Action unless you want to for some reason, use our provided scripts instead where possible, because I can provide more assistance in that area (I'm not a Playmaker expert).
Most likely the Audio Source template you are using has a min/max distance that are too extreme for the area you're playing in. Try tweaking the min and max distance on the Audio Source on the Variation first, to find the values you want, then create a new Audio Source Template and use it on all Groups.
If you need more assistance let me know. -Brian
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tukor
New Member
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Posts: 5
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Post by tukor on Jan 19, 2017 17:16:46 GMT
Hi there and thank you. I was a bit lazy and was using the last version i had in my computer. Will download the new one right now.
About the min/max distance, i had it at very small distances. In fact, in the scene view i can see both blue circle lines wich indicate both areas.
Only thing i can think of (after you told me about the template thing) is that... Does the active template override the other settings? because i have a distance template = 100; much more distance that what im using. I was thinking it was only to create new groups in the way i want.
And
SO it does not matter if i see the audio source (and those blue circles) near the player or far from him, in the scene view?
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Post by DarkTonic Dev on Jan 19, 2017 17:19:03 GMT
No, the active template is only used when creating groups, or if you click the button to bulk apply it. I can't think of anything else, you would need to send me something to look at (project).
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tukor
New Member
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Posts: 5
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Post by tukor on Jan 19, 2017 17:31:00 GMT
Ok ill think a mode to do this, a cripple proyect or photos or something and ill tell you.
SO it does not matter if i see the audio source (and those blue circles) near the player or far from him on runtime, in the scene view? Should i hear/stop hearing the sound regardless of that?
The thing in question is a helicopter rotor wich makes it sound; and while im at the helicopter i should fully hear it. But when i leave the Heli and go far away the sound should fade.
Right now i just hear it always at the same volume not matter if im near the rotor or not. The sound should stick with the rotor if "attach to gaim object is activated".
I dont know what more i can try to getr this working; ill try to send you some material.
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tukor
New Member
Posts: 5
Posts: 5
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Post by tukor on Jan 19, 2017 17:32:43 GMT
By the way im using a plugin called camera path animator, to make the path of the heli. Could do this interfere in some way?
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Post by DarkTonic Dev on Jan 19, 2017 17:38:13 GMT
No idea if camera path animator could interfere, probably not.
You should be able to tweak the Audio Source in realtime / runtime to get the sound to not be heard. That's the easiest way to figure out what's going on. Crank max distance down to zero, you should hear nothing.
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tukor
New Member
Posts: 5
Posts: 5
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Post by tukor on Jan 19, 2017 18:06:32 GMT
Already did. When i lower the MIN distance to zero sound stops, obviously. MAX distance does not do anything. I hear the sound still and im far away from the area range. Extrang thing is, if i set both min and max ditances to something small, when i press Ctrl for sprint... the volume fades, and returns at max level when i release it. If i then lower yet more both Min and Max, then the walk button (W) also does this; it even stops the sound, but it comes back when released. Im basicaly using the main first person controller from unity. But yes, i know, its hard to you to figure this out without a proyect or something. I agree and i thank you a lot for your answers
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Post by DarkTonic Dev on Jan 19, 2017 20:42:30 GMT
Already did. When i lower the MIN distance to zero sound stops, obviously. MAX distance does not do anything. I hear the sound still and im far away from the area range. Extrang thing is, if i set both min and max ditances to something small, when i press Ctrl for sprint... the volume fades, and returns at max level when i release it. If i then lower yet more both Min and Max, then the walk button (W) also does this; it even stops the sound, but it comes back when released. Im basicaly using the main first person controller from unity. But yes, i know, its hard to you to figure this out without a proyect or something. I agree and i thank you a lot for your answers If your Audio Listener is further away than Max Distance, you should hear nothing. Test that and make sure where your Audio Listener is. If Max distance does "nothing" and Spatial Blend on the Audio Source is 1, your Unity is buggy. Nothing I can do about that.
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