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Post by Nitrox32 on Feb 1, 2020 4:36:17 GMT
I am getting this warning and my sounds are not playing when I'm coming from another scene.
MasterAudio could not find sound: ShotNew. If your Scene just changed, this could happen when an OnDisable or OnInvisible event sound happened to a per-scene sound, which is expected. Triggered by prefab: ShotObject(Clone) UnityEngine.Debug:LogWarning(Object) DarkTonic.MasterAudio.MasterAudio:LogWarning(String) (at Assets/Plugins/DarkTonic/MasterAudio/Scripts/Singleton/MasterAudio.cs:7319) DarkTonic.MasterAudio.MasterAudio:PlaySoundAtVolume(String, Single, Vector3, Nullable`1, Nullable`1, Transform, String, Boolean, Single, Boolean, Boolean, Boolean, Boolean, Boolean) (at Assets/Plugins/DarkTonic/MasterAudio/Scripts/Singleton/MasterAudio.cs:1862) DarkTonic.MasterAudio.MasterAudio:PlaySound3DFollowTransformAndForget(String, Transform, Single, Nullable`1, Single, String, Nullable`1) (at Assets/Plugins/DarkTonic/MasterAudio/Scripts/Singleton/MasterAudio.cs:1657) DarkTonic.MasterAudio.EventSounds:PerformSingleAction(AudioEventGroup, AudioEvent, EventType) (at Assets/Plugins/DarkTonic/MasterAudio/Scripts/Events/EventSounds.cs:1219) DarkTonic.MasterAudio.EventSounds:PlaySounds(AudioEventGroup, EventType) (at Assets/Plugins/DarkTonic/MasterAudio/Scripts/Events/EventSounds.cs:1105) DarkTonic.MasterAudio.EventSounds:Start() (at Assets/Plugins/DarkTonic/MasterAudio/Scripts/Events/EventSounds.cs:334)
There aren't any problems when I play the scene by itself, only when coming from another scene.
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Post by Nitrox32 on Feb 1, 2020 4:55:58 GMT
Never mind, I figured it out. I have to say though, so far this has been one of the most capable, intuitive and useful assets I've bought (and I've bought a lot!). Great work!
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Post by DarkTonic Dev on Feb 1, 2020 5:01:21 GMT
Hey, I'm glad it's working out for you! The plugin has been the result of 7 years of part-time work, and has a ton of features we built for large AAA companies that used the product in its infancy.
Thanks, -Brian
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