|
Post by DarkTonic Dev on Apr 17, 2015 15:17:51 GMT
It's not possible to preview the random pitch and stuff like because it changes the "original pitch" permanently unfortunately. I'll add previewing to the roadmap and see if it can be done. Thanks!
|
|
|
Post by kromer89 on May 11, 2015 6:24:38 GMT
Great that would be awesome to have
|
|
|
Post by DarkTonic Dev on May 12, 2015 4:12:48 GMT
Seems not possible because you wouldn't be able to stop the clip from playing after you start it. Not in project view.
|
|
|
Post by boygorge on May 25, 2015 8:41:31 GMT
Coming from a very non-coder background here.. Wondering would it be possible to make 'Synchronize Clips' work with clips that are exactly half (or double) in length, as long as clips of specific length are put in a single playlist (and thus handled by a single PlaylistController)? Say eg. PlaylistController1 has clips which all last for 10 seconds whereas PlaylistController2 has clips which all last 5 seconds. With both set to 'Synchronize Clips' & same sync group, Playlist1 would loop once whereas PlaylistController2 would loop twice. I'm working on dynamic game music, so I'm curious about any features which might extend related functionality in MA
|
|
|
Post by boygorge on May 25, 2015 12:25:41 GMT
Here's a few thoughts & ideas related to dynamic music, more like 'thinking aloud' than 'I want this feature NAO!' .. Is there some technical obstructions to why Synchro mode has to disable playlist auto advance? Combined with Loop Playlists it would make a great combo eg. for creating varied drum tracks with shorter assets. Say, have three repetitions of 'basic' drum pattern followed by a single 'fill-in' pattern (and repeat playlist until stopped). That is, two assets to build a four bar loop. How about a per-PlaylistController Synchro mode 'Wait for clip end' toggle setting that would delay Playlist Control events until the currently playing clip is done playing? Like if receiving an event that is set to trigger a 'Play Next Clip', 'Play Clip' or such, the PlaylistController (or Eventsounds?) would delay triggering the clip until the currently playing clip reaches its end. Would be good for "in tempo" changes to both melody & rhythm playlists used for dynamic bgm. In a way the previous is something you could achieve partially by setting Retrigger Limit Mode to match the length of your loops, but if the received trigger doesn't happen neatly in sync with the music (which rarely happens, if triggering changes by player input related in-game events) you'd just get a non-synced change with a delay. Very specific use cases, but still different. An alternate method to trigger synced changes to playlists part of a Sync Group: Would a combination of a Controller Sync Group 'master bpm' (+ perhaps time signature?) and a 'Note Based' Retrigger Limit Mode work? In MA there could be sliders & value boxes for 'Sync Group 1 Master BPM', 'Sync Group 2 Master BPM' etc.. where you define a value (0 to disable). This you'd set to match with what you have on playlists belonging to a Sync Group. Then under Retrigger Limit Mode you could have the 'Note Based' setting combined with note time value slider (1/8, 1/4, 1/2, 1/1, 2/1, 3/1, 4/1 etc.). The actual delay time for this trigger limit would be calculated based on CSG Master BPM (+ time signature?) setting(s). This would be great eg. for stopping a playlist in sync, transitioning Unity's mixer snapshots or applying other control events which usually sound best when applied on the beat. The previous is slightly problematic in that it would rely entirely on the Audio Designer to input correct values. It would also perhaps feel somewhat "wtf?" in Eventsounds, as in most cases using it would really make sense only with Playlist Control & Unity Mixer Control actions (specific use case once again). Might be good for rhythm games, although I guess with that genre you'd rather simply trigger synced Custom Events from code.
|
|
|
Post by DarkTonic Dev on May 25, 2015 18:32:04 GMT
Coming from a very non-coder background here.. Wondering would it be possible to make 'Synchronize Clips' work with clips that are exactly half (or double) in length, as long as clips of specific length are put in a single playlist (and thus handled by a single PlaylistController)? Say eg. PlaylistController1 has clips which all last for 10 seconds whereas PlaylistController2 has clips which all last 5 seconds. With both set to 'Synchronize Clips' & same sync group, Playlist1 would loop once whereas PlaylistController2 would loop twice. I'm working on dynamic game music, so I'm curious about any features which might extend related functionality in MA I don't think it would work perfect, so I'm going to say no. After a loop, it would probably progressively get slightly out of sync with the longer one.
|
|
|
Post by DarkTonic Dev on May 25, 2015 18:43:42 GMT
Here's a few thoughts & ideas related to dynamic music, more like 'thinking aloud' than 'I want this feature NAO!' .. Is there some technical obstructions to why Synchro mode has to disable playlist auto advance? Combined with Loop Playlists it would make a great combo eg. for creating varied drum tracks with shorter assets. Say, have three repetitions of 'basic' drum pattern followed by a single 'fill-in' pattern (and repeat playlist until stopped). That is, two assets to build a four bar loop. How about a per-PlaylistController Synchro mode 'Wait for clip end' toggle setting that would delay Playlist Control events until the currently playing clip is done playing? Like if receiving an event that is set to trigger a 'Play Next Clip', 'Play Clip' or such, the PlaylistController (or Eventsounds?) would delay triggering the clip until the currently playing clip reaches its end. Would be good for "in tempo" changes to both melody & rhythm playlists used for dynamic bgm. In a way the previous is something you could achieve partially by setting Retrigger Limit Mode to match the length of your loops, but if the received trigger doesn't happen neatly in sync with the music (which rarely happens, if triggering changes by player input related in-game events) you'd just get a non-synced change with a delay. Very specific use cases, but still different. An alternate method to trigger synced changes to playlists part of a Sync Group: Would a combination of a Controller Sync Group 'master bpm' (+ perhaps time signature?) and a 'Note Based' Retrigger Limit Mode work? In MA there could be sliders & value boxes for 'Sync Group 1 Master BPM', 'Sync Group 2 Master BPM' etc.. where you define a value (0 to disable). This you'd set to match with what you have on playlists belonging to a Sync Group. Then under Retrigger Limit Mode you could have the 'Note Based' setting combined with note time value slider (1/8, 1/4, 1/2, 1/1, 2/1, 3/1, 4/1 etc.). The actual delay time for this trigger limit would be calculated based on CSG Master BPM (+ time signature?) setting(s). This would be great eg. for stopping a playlist in sync, transitioning Unity's mixer snapshots or applying other control events which usually sound best when applied on the beat. The previous is slightly problematic in that it would rely entirely on the Audio Designer to input correct values. It would also perhaps feel somewhat "wtf?" in Eventsounds, as in most cases using it would really make sense only with Playlist Control & Unity Mixer Control actions (specific use case once again). Might be good for rhythm games, although I guess with that genre you'd rather simply trigger synced Custom Events from code. Yes, there is a technical reason why auto advance can't work with Synchronize Clips - bugs that can't be fixed. If you are at the end of a song, or at the part that starts a crossfade, and we switch to another song at the same point, the new song will instantly be at the cross-fade or endpoint again, causing an instant switch to the next song again, infinitely. About BPM / Tempo controls, those are listed as "we will never do" in the 2nd post on this thread.
|
|
|
Post by boygorge on May 26, 2015 11:59:06 GMT
About BPM / Tempo controls, those are listed as "we will never do" in the 2nd post on this thread. Oh, sorry about repeating! I did read through the whole thread at some point, but seems I happily forgot about this. I assume this is because of some technical reason, tricky to implement or such? How about having a "Wait for completion" option checkbox for 'Fade To Volume' actions, is that possible? In some cases it requires extra workarounds that you can't use the same trigger event to chain multiple actions. Eg. with a single trigger, first fade bgm volume to 40% over 5 seconds, then trigger a sound effect when that's done (instead of immediately after starting fade, as it's now). This feature could also be a slider/value box to set a idle/hold time that needs to lapse for each action before advancing to next one.. Or perhaps a Action Type if that's feasible?
|
|
|
Post by DarkTonic Dev on May 26, 2015 15:12:21 GMT
About BPM / Tempo controls, those are listed as "we will never do" in the 2nd post on this thread. Oh, sorry about repeating! I did read through the whole thread at some point, but seems I happily forgot about this. I assume this is because of some technical reason, tricky to implement or such? How about having a "Wait for completion" option checkbox for 'Fade To Volume' actions, is that possible? In some cases it requires extra workarounds that you can't use the same trigger event to chain multiple actions. Eg. with a single trigger, first fade bgm volume to 40% over 5 seconds, then trigger a sound effect when that's done (instead of immediately after starting fade, as it's now). This feature could also be a slider/value box to set a idle/hold time that needs to lapse for each action before advancing to next one.. Or perhaps a Action Type if that's feasible? That's just not possible. That script can do a whole lot, but it can't chain things. If you want "wait for completion" you'll need to not use EventSounds and just script that yourself.
|
|
|
Post by boygorge on Jul 1, 2015 9:09:50 GMT
Heh was just about to suggest adding a feature to auto-advance synchronized playlists (=synced sequences from short clips). V3.5.8.3 to the rescue, thanks!
|
|
|
Post by DarkTonic Dev on Jul 1, 2015 15:13:27 GMT
Heh was just about to suggest adding a feature to auto-advance synchronized playlists (=synced sequences from short clips). V3.5.8.3 to the rescue, thanks! No problem.
|
|
|
Post by boygorge on Sept 24, 2015 8:22:06 GMT
At least on my current setup (Unity 5.1, latest Master Audio) it seems that editing a Random max value of any soundgroup variation zeroes the min value. Say, I enable Random Delay and set min to 0.2. This of course sets max to same value. Then I move on to editing the max value. After doing so the min value zeroes out and I have to type it again.
A minor bug, as you can work around it by setting a max value first. Still it's a unnecessary chore if you only wish to tweak the max values separately for each variation.
|
|
|
Post by DarkTonic Dev on Sept 24, 2015 15:24:16 GMT
At least on my current setup (Unity 5.1, latest Master Audio) it seems that editing a Random max value of any soundgroup variation zeroes the min value. Say, I enable Random Delay and set min to 0.2. This of course sets max to same value. Then I move on to editing the max value. After doing so the min value zeroes out and I have to type it again. A minor bug, as you can work around it by setting a max value first. Still it's a unnecessary chore if you only wish to tweak the max values separately for each variation. I was not able to reproduce this behavior. Could you send me a package of your Master Audio so I can try with it?
|
|
|
Post by boygorge on Sept 25, 2015 10:42:06 GMT
At least on my current setup (Unity 5.1, latest Master Audio) it seems that editing a Random max value of any soundgroup variation zeroes the min value. Say, I enable Random Delay and set min to 0.2. This of course sets max to same value. Then I move on to editing the max value. After doing so the min value zeroes out and I have to type it again. A minor bug, as you can work around it by setting a max value first. Still it's a unnecessary chore if you only wish to tweak the max values separately for each variation. I was not able to reproduce this behavior. Could you send me a package of your Master Audio so I can try with it? Ok sent a Unity project file to support@darktonic.com
|
|
|
Post by DarkTonic Dev on Sept 25, 2015 15:29:23 GMT
Tested it. That project does not show (for me) the behavior you described.
Have you tried a new project to see if it happens there? Please start a different thread if so.
|
|