chaneya
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Posts: 18
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Post by chaneya on Jun 16, 2017 12:39:53 GMT
I've been paying close attention to the new Timeline feature in Unity 2017.1, watching Unite videos etc.
I'm wondering if you have had a chance to look at integration of Master Audio using Timeline.
I have not yet tried Timeline but what I've seen in videos looks very impressive in regards to audio integration. It appears that Timeline gives you access to mecanim animation states so you can easily and precisely time audio clips to your mecanim animations. This has the potential to replace the use of StateMachineBehaviors or other methods of timing audio to animation.
I started thinking about all of the features Master Audio provides with randmizing sounds etc and I'm wondering if there is a way to use Master Audio SoundGroups in Timeline similar to the way we are currently using StateMachineBehaviors. This would give you features of Master Audio but the power of Timeline for integration into your project and synchronization with animations and other components.
Based upon what I've seen, Timeline allows you time an audio clip with other components. But I bet it doesn't have all of the features of a SoundGroup like randimzed clips, randomized pitch etc.
Thanks Allan
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Post by DarkTonic Dev on Jun 16, 2017 15:19:20 GMT
Sounds cool. Any links for videos I can watch?
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chaneya
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Posts: 18
Posts: 18
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Post by chaneya on Jun 17, 2017 14:55:54 GMT
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Post by DarkTonic Dev on Jun 18, 2017 1:00:49 GMT
Yeah it's good stuff. Is it already out in the beta? And is there any tutorials on how to use it?
In all honesty, I wouldn't expect that people buy Master Audio because of the Mechanim script or even because of EventSounds. So even if part of that is going to come in "stock Unity", there's still 95% of Master Audio that does not. And it's the part that's harder to code yourself.
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Post by DarkTonic Dev on Jun 18, 2017 1:17:18 GMT
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chaneya
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Posts: 18
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Post by chaneya on Jun 18, 2017 17:13:20 GMT
Brian, Saw your forum post. The thing to keep in mind is Timeline will not be a plugin or an asset after July. It will be built into Unity as a new feature with the July release of Unity 2017.1. Unity 2017.1 has been in public beta for 3-4 months now. You can get the beta here: unity3d.com/unity/beta?_ga=2.162963068.1996028970.1497804383-1619474376.1474299303I have not tested it out because I'm in the middle of a game project but I will absolutely upgrade when the Unity 2017.1 is released in July. Based upon what I can learn from the videos, it looks like Timeline uses audio clips directly in the Timeline graph placing them along side Mecanim states and other components. This also makes me wonder if audio clips in Timeline even require an AudioSource. There is also a dedicated Unity forum for Timeline and you should probably post your question Here: forum.unity3d.com/threads/timeline-experimental-preview-release-1.455265/Here is a quote from the top page of that forum: "Finally, Timeline is extensible via the Playable API and offers the ability for you to create your own tracks to drive any system you have in your game." "Custom track support: Write your own custom tracks with the enhanced Playable API" It looks like integrating Master Audio with Timeline is doable. You'll just need to write your own Custom Track with the enahanced Playable API. Perhaps that's something you could build into Master Audio? Allan
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chaneya
New Member
Posts: 18
Posts: 18
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Post by chaneya on Jun 18, 2017 17:25:10 GMT
I little more digging on that timeline forum, here is the current Timeline manual: docs.google.com/document/d/1gHmNTNIsn_yuzlURnaTFDxt24vf-8QyUcjtTgbZiKsk/pubScroll down to section 3 where they discuss Extending Timeline. You'll create a new class that inherits from ScriptPlayable and that should give you the ability to integrate any asset into Timeline....like a Master Audio Sound Group! Allan
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Post by DarkTonic Dev on Jun 18, 2017 18:05:49 GMT
Ok. I'm probably just to aim for the same 2 that our Mechanim scripts do: Custom Events and playing a sound. Reason being that you can get the entire functionality of the rest of EventSounds if you fire a Custom Event. But I'm not coding all that again, that's a humongous script.
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