Post by jayexbleative on Apr 28, 2020 5:26:40 GMT
Hi,
We just implemented a settings screen with sound and music volume slider controls but something's breaking somewhere along the line. Some ActingVariations seem to clamp their volume to a previously set Master Mixer Vol setting.
Hope I haven't missed something obvious here!
Here's what happens:
- Master Audio is persistent/in DontDestroyOnLoad scene
- I have MA prefabs in the Manager scene and level scenes as suggested
- Using PersistentAudioSettings.MixerVolume
- Play game:
- First, I adjust mixer volume in the main menu (while our Manager Scene is the active scene)
- I'll set master mixer vol to say, 0.01 with PersistentAudioSettings.MixerVolume, and I can see the MA object correctly setting that vol level
- I start new game, and the new scene that loads becomes the active scene
- At this point, all sounds are correctly set/quiet
- I open the in game menu's volume controls and max the mixer volume. Some sounds go full volume and others don't. MA object again correctly sets vol level to max/1.
- Existing, looping ActingVariations that are AdjustVolume'ing every frame are maxed to the previous 0.01f volume I set in the Main Menu
- Sounds that get stopped/replayed correctly use the new master mixer volume.
It seems like the ActingVariation's volume control gets stuck incorrectly to the previous MasterMixerVolume's volume, and can only get unstuck/reset by ActingVariation.Stop()ing and restarting it?
All the ActingVariations that have issues use, psr = MasterAudio.PlaySound3DFollowTransform... then loop endlessly with me AdjustVolume'ing them based on player speed etc every frame with ActingVariation.AdjustVolume()
Using Unity 2018.3 and latest MA
Any ideas? Can record a video/email you if you need.
*edit Actually maybe what scene is active has nothing to do with it. I can leave mixer volume at 1, start playing, change it to 0.01 and then my ActingVariation looping sounds refuse to drop to that level.
We just implemented a settings screen with sound and music volume slider controls but something's breaking somewhere along the line. Some ActingVariations seem to clamp their volume to a previously set Master Mixer Vol setting.
Hope I haven't missed something obvious here!
Here's what happens:
- Master Audio is persistent/in DontDestroyOnLoad scene
- I have MA prefabs in the Manager scene and level scenes as suggested
- Using PersistentAudioSettings.MixerVolume
- Play game:
- First, I adjust mixer volume in the main menu (while our Manager Scene is the active scene)
- I'll set master mixer vol to say, 0.01 with PersistentAudioSettings.MixerVolume, and I can see the MA object correctly setting that vol level
- I start new game, and the new scene that loads becomes the active scene
- At this point, all sounds are correctly set/quiet
- I open the in game menu's volume controls and max the mixer volume. Some sounds go full volume and others don't. MA object again correctly sets vol level to max/1.
- Existing, looping ActingVariations that are AdjustVolume'ing every frame are maxed to the previous 0.01f volume I set in the Main Menu
- Sounds that get stopped/replayed correctly use the new master mixer volume.
It seems like the ActingVariation's volume control gets stuck incorrectly to the previous MasterMixerVolume's volume, and can only get unstuck/reset by ActingVariation.Stop()ing and restarting it?
All the ActingVariations that have issues use, psr = MasterAudio.PlaySound3DFollowTransform... then loop endlessly with me AdjustVolume'ing them based on player speed etc every frame with ActingVariation.AdjustVolume()
Using Unity 2018.3 and latest MA
Any ideas? Can record a video/email you if you need.
*edit Actually maybe what scene is active has nothing to do with it. I can leave mixer volume at 1, start playing, change it to 0.01 and then my ActingVariation looping sounds refuse to drop to that level.