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Post by WildStyle on Oct 8, 2018 7:07:11 GMT
It would be nice if MasterAudio.FadeOutAllSoundsOfTransform had an action callback too, so you then do something after like stop the sounds that just faded. At the moment I'm using coroutines to do this.
// WildSyle
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Post by DarkTonic Dev on Oct 8, 2018 21:56:10 GMT
It would be nice if MasterAudio.FadeOutAllSoundsOfTransform had an action callback too, so you then do something after like stop the sounds that just faded. At the moment I'm using coroutines to do this. // WildSyle Not really possible with good performance unfortunately. Each Variation is faded out individually, and could be paused or something mid-fade which would make the callback never happen and potentially cause a memory leak if repeatedly called. Going to have to decline this request. No doubt your Coroutine technique is also unreliable for the same reasons.
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cuzer
New Member
Posts: 31
Posts: 31
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Post by cuzer on Mar 14, 2019 8:07:02 GMT
Some feature requests:
- Apply audio source template to SELECTED sound groups. - Nested sound group mixers (sub-grouping) - Nested sound groups (sub-grouping sound groups in a hierarchical manner supporting inheritance of properties) - Improved editor UI (better color coding and separation of different areas in the editor for clarity) - Supports real-time controlling of properties via custom game parameters (float or int, globally or on instance)
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Post by DarkTonic Dev on Mar 14, 2019 16:31:37 GMT
Some feature requests: - Apply audio source template to SELECTED sound groups. - Nested sound group mixers (sub-grouping) - Nested sound groups (sub-grouping sound groups in a hierarchical manner supporting inheritance of properties) - Improved editor UI (better color coding and separation of different areas in the editor for clarity) - Supports real-time controlling of properties via custom game parameters (float or int, globally or on instance) The first one you can already do. Just enable Bulk Group Changes, and after you've selected one or more Groups, the button "Apply Audio Source Template" appears under Bulk Group Changes. It's not up by the "Apply Audio Source Template To All" button. I assume #2 is nested Buses? Not feasible and hard to understand for some users. #3 is too complicated for most users to understand, not going to do. #4 - I really don't see how it could be better. Give me an example on what you think isn't clear. We did a huge overhaul on the grouping of controls 2 or 3 years ago and haven't heard a complaint ever since. The Unity Inspector does really limit what colors you can use by ADDING the colors together. I will tell you that the UI looks better and has perhaps more color separation if you use the light skin and not the dark. #5 is actually on the anti-roadmap (post #2 here), which means we're never going to do it, unless we change out mind. So far, we're not. Re: #2 and #3, the vast majority of our users are not advanced and need to be able to understand the core features without confusing themselves with weird options. We want to keep it that way and that's why some of the things are the way they are.
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cuzer
New Member
Posts: 31
Posts: 31
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Post by cuzer on Mar 15, 2019 6:56:17 GMT
Thank you so much for your detailed reply.
I should've also mentioned before that these would be more like topping on the cake -I love how you've been improving MA since the earlier versions and it's a great asset to use.
From your answer, now I have a better picture of your target audience, and in that case case, I agree that it make sense to keep the feature set straightforward.
Also, great to know about the Bulk Group Changes, I will try doing that.
About UI, I frequently find myself trying to focus hard to find the row I'm looking for in Group Mixer or Playlist Settings. Not sure what kind of limitations the Unity GUI has, but horizontally aligned, switchable tabs would be perfect for clarity. Nevertheless, it's improved hugely since the early versions.
Here's a few 'ease-of-use' improvement suggestions:
1. Allow manually reordering sound groups 2. Force alphabetically order sound groups 3. Conform scene hierarchy sound group object order to MA (or DSGC) sound group order 4. Rename sound groups within MA editor 5. Set sound group game object object names to MA (or DSGC) sound group names 6. Set color to sound groups 7. Comment section in sound group MA component
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Post by DarkTonic Dev on Mar 15, 2019 16:41:17 GMT
Thank you so much for your detailed reply. I should've also mentioned before that these would be more like topping on the cake -I love how you've been improving MA since the earlier versions and it's a great asset to use. From your answer, now I have a better picture of your target audience, and in that case case, I agree that it make sense to keep the feature set straightforward. Also, great to know about the Bulk Group Changes, I will try doing that. About UI, I frequently find myself trying to focus hard to find the row I'm looking for in Group Mixer or Playlist Settings. Not sure what kind of limitations the Unity GUI has, but horizontally aligned, switchable tabs would be perfect for clarity. Nevertheless, it's improved hugely since the early versions. Here's a few 'ease-of-use' improvement suggestions: 1. Allow manually reordering sound groups 2. Force alphabetically order sound groups 3. Conform scene hierarchy sound group object order to MA (or DSGC) sound group order 4. Rename sound groups within MA editor 5. Set sound group game object object names to MA (or DSGC) sound group names 6. Set color to sound groups 7. Comment section in sound group MA component Not sure if horizontally aligned switchable tabs was a different request than your numbered bullets? If so, where are you thinking we could use tabs (what section and how would they be useful)? Everything has limitations being in the space of the Inspector. For example if you're suggesting that each Playlist be in a tab, if you have more than a few Playlists you may need a super wide Inspector to be able to see all the tabs. I don't know if we can make the tabs scroll sideways, but IMO that would make it take longer to find a Playlist than the current way (without tabs) if you have a lot because you'd have to scroll a lot. Right now, it's best to collapse everything (Collapse All button) and find what you want and expand it. For Sound Groups, best to use the Group Filter and type part of the name, or filter by bus. I will look into some of the numbered bullets though. A comment section is super easy to add. Colors are a major pain point with Inspector code as I mentioned.
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Post by DarkTonic Dev on Mar 19, 2019 17:13:18 GMT
5. Set sound group game object object names to MA (or DSGC) sound group names The Sound Group name IS the Game Object name. Always been that way and not going to change.
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Post by artaka on Jul 20, 2019 16:00:40 GMT
Is there a chance of adding the new Addressables as a Audio Origin option for sound groups? We're using the "Use Localization Folder" option for large set of audio files. Unfortunately these Resource Files dramatically increases the game's loading time. Would be great to have Addressables as an option.
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Post by DarkTonic Dev on Jul 20, 2019 20:37:36 GMT
Is there a chance of adding the new Addressables as a Audio Origin option for sound groups? We're using the "Use Localization Folder" option for large set of audio files. Unfortunately these Resource Files dramatically increases the game's loading time. Would be great to have Addressables as an option. I don't know enough about Addressables. Got anything for me to read? Also, you can use the "Preload Audio Data" checkbox and turn it off to get a similar benefit as Resource files (not occupying memory except while playing). Have you tried that?
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Post by artaka on Jul 23, 2019 15:31:05 GMT
Thanks for the suggestion. I'll try turning off "Preload Audio Data" and see how well things work. Here is some more info on Addressables:
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Post by artaka on Jul 23, 2019 15:32:31 GMT
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Post by DarkTonic Dev on Jul 23, 2019 16:25:38 GMT
Thanks.
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magique
Full Member
Posts: 194
Posts: 194
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Post by magique on Feb 24, 2021 5:05:17 GMT
I'd like to suggest an enhancement to the Occlusion feature. Currently, the system does a single raycast to check for occluding objects between the sound source and the player, but there are cases where occlusion occurs where it shouldn't because of the positioning of the sound, the player and an obstruction. For example, I have a gramophone playing a record in one room and the player is in the next room by an open doorway. If I move slightly in one direction then the raycast hits the wall and muffles the sound, but the doorway is wide open and I really should hear the sound almost perfectly. Now, if I could specify a maximum angle for checking the raycast and it did maybe 3 raycasts then it would still hit the player and know that it shouldn't be muffled or at least muffled a lot less. Perhaps a spherecast would even work, but not sure. Take a look at my attached screenshots. The first screenshot shows where the system raycasts into the wall and muffles the sound and the second screenshot shows where I can see the gramophone through the open doorway. You would think I should be ale to hear the sound nearly equally in both cases, but that won't happen with the current method. Attachments:
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Post by DarkTonic Dev on Feb 24, 2021 17:36:32 GMT
I'd like to suggest an enhancement to the Occlusion feature. Currently, the system does a single raycast to check for occluding objects between the sound source and the player, but there are cases where occlusion occurs where it shouldn't because of the positioning of the sound, the player and an obstruction. For example, I have a gramophone playing a record in one room and the player is in the next room by an open doorway. If I move slightly in one direction then the raycast hits the wall and muffles the sound, but the doorway is wide open and I really should hear the sound almost perfectly. Now, if I could specify a maximum angle for checking the raycast and it did maybe 3 raycasts then it would still hit the player and know that it shouldn't be muffled or at least muffled a lot less. Perhaps a spherecast would even work, but not sure. Take a look at my attached screenshots. The first screenshot shows where the system raycasts into the wall and muffles the sound and the second screenshot shows where I can see the gramophone through the open doorway. You would think I should be ale to hear the sound nearly equally in both cases, but that won't happen with the current method. Yeah I'm not sure how to make that work. You can email or PM to continue the discussion. I wouldn't know where else to ray cast aside from what we're already doing.
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magique
Full Member
Posts: 194
Posts: 194
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Post by magique on Feb 24, 2021 18:43:09 GMT
I sent a PM.
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