pacogp
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Post by pacogp on Apr 17, 2020 10:04:12 GMT
Hi there! I was reading the documentation but have some question. I want to know some steps that I cannot found on these guides, or recommended setup 1.- Is recommended to create a Master Audio on main scene and this will be instanced in each scene really? 2.- Never use audio source of unity in any game object? then for create in my scene if there is already a Master audio? 3.- I have to add all my sounds/fx/bso in group mixer in audio master? is recommended to create groups for scene or what? should I add all my clips inside the same prefab then? (maybe group creation is for create groups like footsteps ?) then, where I drop each individual fx sound? 4.- Playlist is also force to be used? 5.- Physics 2d/3D are for games in 2d/3d or for ui bottom also is required 2d? or sounds played in 2d?
Sorry, I still reading documentation and videos but im a bit confused at the beginning.
Best regards.
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Post by DarkTonic Dev on Apr 17, 2020 15:31:14 GMT
1) You can do that, or there are other setup methods. Please read the best practices page about that where it's explained very well. www.dtdevtools.com/docs/masteraudio/BestPractices.htm2) Not sure what you're asking here. If you already have Audio Sources in your Scene, delete them and use Master Audio instead. There's even a tool to help find them and deleted them included under Window->Master Audio->Master Audio Sound Upgrader. 3) You create ALL sound effects as Sound Groups in Master Audio. Group them logically. i.e. If you have variations of the "wood footsteps" then you will want a wood footsteps for randomness. If you only have 1 variation of each type of footstep you could put them all in 1 Sound Group and specify which variation to play each time (wood / rock / water). It's ok for a Sound Group to have only 1 Variation. 4) Use Playlist for music only. If you don't have music, you don't need it. 5) As this page says www.dtdevtools.com/docs/masteraudio/WelcomeWindow.htm, you will need to activate 2D and/or 3D physics if you expect to use collider / trigger functionality which is included in EventSounds script (trigger audio with no coding). Ambient Sounds script and Occlusion features require Physics 3D to work too.
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pacogp
New Member
Posts: 14
Posts: 14
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Post by pacogp on Apr 17, 2020 16:23:01 GMT
1) You can do that, or there are other setup methods. Please read the best practices page about that where it's explained very well. www.dtdevtools.com/docs/masteraudio/BestPractices.htm2) Not sure what you're asking here. If you already have Audio Sources in your Scene, delete them and use Master Audio instead. There's even a tool to help find them and deleted them included under Window->Master Audio->Master Audio Sound Upgrader. 3) You create ALL sound effects as Sound Groups in Master Audio. Group them logically. i.e. If you have variations of the "wood footsteps" then you will want a wood footsteps for randomness. If you only have 1 variation of each type of footstep you could put them all in 1 Sound Group and specify which variation to play each time (wood / rock / water). It's ok for a Sound Group to have only 1 Variation. 4) Use Playlist for music only. If you don't have music, you don't need it. 5) As this page says www.dtdevtools.com/docs/masteraudio/WelcomeWindow.htm, you will need to activate 2D and/or 3D physics if you expect to use collider / trigger functionality which is included in EventSounds script (trigger audio with no coding). Ambient Sounds script and Occlusion features require Physics 3D to work too. Thank you very much for reply, I haven't loss some url, but that useful, best regards. (apologies about my English)
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Post by DarkTonic Dev on Apr 17, 2020 17:00:53 GMT
No problem.
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pacogp
New Member
Posts: 14
Posts: 14
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Post by pacogp on Apr 20, 2020 15:47:02 GMT
I have an elevator inside my game, and I want to get the ambient volume more reduced than 10(the distance where ear from), because it has the classic music inside and I want to get the player only hear that when is inside or more close, 10 of distance is so bigger, also is for mobile device, maybe if I use occlusion for sounds could be expensive?
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Post by DarkTonic Dev on Apr 20, 2020 18:08:52 GMT
The Ambient Sound's Max Distance field doesn't go below your Audio Source's Min Distance, which is set to 10. I've added a Min Distance slider to Ambient Sound for the next update, but you can go into the Audio Source for the Variation and tweak it manually for now if you need < 10 Max Distance.
Distance is all relative depending on how you set up your Scenes. If 10 is a large distance in your Scene, maybe you should reduce the scale of everything so it can all be closer?
-B
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pacogp
New Member
Posts: 14
Posts: 14
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Post by pacogp on Apr 20, 2020 19:01:23 GMT
The Ambient Sound's Max Distance field doesn't go below your Audio Source's Min Distance, which is set to 10. I've added a Min Distance slider to Ambient Sound for the next update, but you can go into the Audio Source for the Variation and tweak it manually for now if you need < 10 Max Distance. Distance is all relative depending on how you set up your Scenes. If 10 is a large distance in your Scene, maybe you should reduce the scale of everything so it can all be closer? -B sorry, I have not explained well, I attach picture The elevator and all scene use 1 meter scale, but I want to reduce more the area of ambient than 10m, its an elevator. Attach picture. I need to ear the sound we you are so close to the elevator Ok i have found the way, I have to search my master audio, the children clip and modify parameters in this place, is working right now, is that the best procedure? Attachments:
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Post by DarkTonic Dev on Apr 20, 2020 19:13:34 GMT
I can't really tell what's going on in that picture, so not sure how to help...
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pacogp
New Member
Posts: 14
Posts: 14
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Post by pacogp on Apr 21, 2020 7:54:48 GMT
I can't really tell what's going on in that picture, so not sure how to help... Don't worry, at first time I do not understand how to modify distance, but right now I have found it. I have to go to my master audio prefab, search that clip in sound group, and reduce her max & min distance inside the audio source. right now is fine, only ear music when is so close. That is the way really? apologies about my English jajajaja
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Post by DarkTonic Dev on Apr 21, 2020 15:00:37 GMT
That is correct, remember in the next update you can adjust Min Distance right in the Ambient Sound inspector.
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