nicko
New Member
Posts: 8
Posts: 8
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Post by nicko on Feb 2, 2017 21:27:06 GMT
Hi Bryan
I'm using MA for a multiplayer war game on Unity, usefull tool for the price by the way.
I've an issue with a Custom Event.
The situation in game : When I put a unit on my map, I've an appearance sound and at the same time I fire a CustomEvent for add voices. The CustomEvent its call VO_Apparition. When VO_Apparition is called I choose to play a sound group call Human_Apparition with multiples variations in it.
VO_Apparition is also use for BigHumans Units but I choose the sound groups BigHumans_Apparition with his variations.
But when I call the VO_Apparition the humans units I have severals sounds, from Humans and Big Humans. Would you please tell me why ?
another one : I would like to manage my sounds groups actually I've more than 200 sounds group in MA and I would like to classify them. Can you tell me how ?
Thank'S in advance
Nicolas
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Post by DarkTonic Dev on Feb 2, 2017 21:36:17 GMT
Are you using our Master Audio Multiplayer For Photon plugin, or the normal Master Audio? If the former, you should be posting in the forum for MAM.
How many listeners are there for that Custom Event, as shown in the Master Audio game object Inspector during runtime? I'd also like to see the settings for that Custom Event.
Most likely, you should not be using the same Custom Event for BigHumans and Humans if they are not meant to all receive from the same "firing", as the default is for ALL Listeners of that event to be notified whenever the Custom Event is fired (i.e. BigHumans and Humans will all respond), although there are options for "Closest X Listeners" and others. This is as intended.
With 200 Sound Groups, first you classify them into buses. I have maybe 8 buses for 130 Sound Groups (stuff like "Ambient Graveyard", "Ambient Town", "Enemy weapons", "Player Dialog") but you may want more. The Inspector automatically groups by bus. You can also use Dynamic Sound Group Creators to populate temporary or per-Scene Sound Groups so you don't have to look at 200 all at once. And then there's Bus Filter and Text Group Filter to help you find things.
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nicko
New Member
Posts: 8
Posts: 8
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Post by nicko on Feb 2, 2017 22:03:32 GMT
I'm using Classic MasterAudio. for fire the custom event I don't write any code, I just added an component on my prefab . My Custom Event on my master audio prefab Play group event and choose custom event VO_Apparition on the unit prefab Severals sounds at the same time when the event is fire, only VO_infantary_appear_blue need to play. Clash Royale GameType ( totally different but not for units system appearance ) Thank you for the quick reply
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Post by DarkTonic Dev on Feb 2, 2017 22:29:11 GMT
As I said *ALL* the game objects in the Scene that are configured to respond to that Custom Event will do so when it is fired, even if they are all configured to play different sounds. It sounds like that is what happening.
I believe you need to use more different Custom Events, not just 1, if you don't want this to happen.
Look at your Custom Event settings (your first screen shot) during runtime. It will show the number of Listeners currently in the Scene, and you can select them by clicking the "select" button there. That is all game objects that will be notified with the settings you have chosen.
I believe this is all working properly and you are under some misunderstanding about how Custom Events work.
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nicko
New Member
Posts: 8
Posts: 8
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Post by nicko on Feb 2, 2017 22:42:19 GMT
Thx you for your advices, I'm gonna do what you say, and I hope I'll reply with a good news !
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Post by DarkTonic Dev on Feb 2, 2017 22:54:13 GMT
Sounds good.
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nicko
New Member
Posts: 8
Posts: 8
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Post by nicko on Feb 8, 2017 15:24:15 GMT
Works well, Thank you again.
Nico
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Post by DarkTonic Dev on Feb 8, 2017 17:55:35 GMT
No problem!
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