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Post by witchstudios on Apr 5, 2020 23:36:40 GMT
No, I do not want to create a playlist group. Yes, I know how. Yes, I have read best practices In my game I would just like to AudioClip clip1 = (AudioClip) Resources.Load("Sounds/cube_release"); MasterAudio.PlaySoundAt3D(clip1);
Why?
Because my game is going to have 100 sound files and these are unique sounds and I wouldn't want to make 100 sound groups see the sad red box.
I understand if I want sound randomization the tool is adept.
Question is. Can we just play audioclips and make them follow a dynamic sound group setting like MAX DISTANCE 10
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Post by DarkTonic Dev on Apr 6, 2020 1:49:24 GMT
You can play whichever Audio Clip, Addressable or Resource File you like. But you must set it up in a Sound Group beforehand. You don't need to load resources, just tell Master Audio to play the Sound Group. You can place as many Variations in a Sound Group as you like, and specify the Variation name to play if you don't want it pick a random one. You could put all 100 clips into 1 Sound Group if you like. But it's for logical separation, so I wouldn't recommend that. With your sounds above, maybe use a Sound Group for "spoon sounds", "bend over sounds", etc. MasterAudio.PlaySound3DFollowTransformAndForget("YourSoundGroupName", this.transform, 1f, null, 0f, "YourVariationName");
There's also a Variation Mode field on Event Sounds script where you can select "Specific" and choose a Variation to play. That requires no coding. www.dtdevtools.com/docs/masteraudio/EventSounds.htm
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Post by witchstudios on Apr 6, 2020 1:53:01 GMT
Thank you, this solved everthing
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Post by DarkTonic Dev on Apr 6, 2020 2:00:55 GMT
You are welcome. If you have a place in the documentation that you could suggest I add some clarity as I did above, please let me know where. Thank you for reading it either way!
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