So I'm having an issue similar to one you resolved a few months ago with the ambient audio script playing automatically when they are pooled except this time it's with the event sounds script. I had taken your suggestion to do an on enable for event sounds for my pooled prefabs and now they are playing all at once on startup. Is there a way to get something similar to what you did for the ambient sound script for the event sounds script? Thanks for your help.
I did the ambient sound scripts fixed the pooling issue. The new issue concerns the event sounds script with the (enable) event selected. It's doing the same thing as the ambient sound scripts whenever pooled in pool boss. Whenever they are initially pooled in pool boss with an event sounds script they activate as if they are enabled. Is there an easy way to apply the fix you did to the ambient script for the pool boss check to the event sounds script?
Post by DarkTonic Dev on Jan 27, 2020 20:32:10 GMT
If you are using the Dark Tonic pooler - Pool Boss, use the OnSpawned event instead of Enable. That will fix it. Pool Manager uses the same named events. Otherwise, no - probably no way to make it work without you writing your own code into whatever method your pooling plugin uses to play a sound or fire a custom event.
Generally a delay of even one frame is not desired.