Post by gavi on May 1, 2020 17:01:38 GMT
I am trying to use MA in a project.
problem (1):
I am getting the following error: "Your MA prefab has been altered and cannot function properly. Please revert to it before continuing".
I am simply trying to add my sound number 8 to the group list.
Revert what? the prefab is already "revert all".
I installed MA in the default folder, importing it from asset store.
problem (2):
I am doing an Oculus Quest project.
I installed the latest Oculus Integration (version 16).
In Project settings, Audio, I chose "OculusSpazializer"
In my Asset folder, all the files of Oculs can be found. In particular, I can see:
Assets\Oculus\Spatializer\scripts\ONSPAudioSource.cs
When I try to integrate MA with Oculus,I did the following:
MA VR Settings: "Oculus Spatializer": True
If I try to check also "Add Oculus Audio sources", just to learn, I get the message to install the updated OculusAudioHelper.
I did it.
But doing so causes Unity and Visual Studio to give the error: "the type or namespace ONSPAudioSource culd not be found"
This is extremely puzzling because when i open the solution in Visual Studio I can see the references between the oculus code and the project code is correct.
What do you think? Is there something suppressing some references to hide the Oculus class ONSPAudioSource from MA?
What I did for the moment is the reimport the script "OculusAudioHelper" from the Asset Store and to overwire the one extracted from the Oculus integration package of MA.
Question:
Mine is a Music game, with many songs to be put in resources. Apart from the sound effects, I want also my music to be played with an initial delay, and to receive events of when it finished playing, etc.
So I like the Sound API better than the Playalist API:I find that the Sound API has got the rich functionalities that I like for the songs. Can I use the Sound API also for the songs (maybe in their own BUS, with only one song playing at a time in such dedicated bus).
How can I make sure than MA loads each song in the background in advance, without performance issues? I was thinking of using the "MasterAudio.PlaySound( delaySoundTime: " to make sure that MA has got plenty of time to load the song. Does the delaySoundTime take advantage of the warning to load the resource from the resources folder in advance?
Then I would get the PlaySoundResult object and use it for the events and other things of my game.
Can I do the above or would I create loading problems/delays ?
Should I use the playlist API because of the large resource files involved with songs? or can I use the PlaySound API to play also the music, and benefit from its richer events, etc.
I do not quite understand how to have control on the background loading and unloading when I do not use the playlist API (with the playlist API the loading unloading is clear to me).
Anyway, now I am stuck with the strange error (1)"Your MA prefab has been altered and cannot function properly. Please revert to it before continuing".
Please advise.
thank you
PS: feature request: I find the continuous requests to prove than I am not a robot, when I try to login in this forum very frustrating. Please shorten them.
problem (1):
I am getting the following error: "Your MA prefab has been altered and cannot function properly. Please revert to it before continuing".
I am simply trying to add my sound number 8 to the group list.
Revert what? the prefab is already "revert all".
I installed MA in the default folder, importing it from asset store.
problem (2):
I am doing an Oculus Quest project.
I installed the latest Oculus Integration (version 16).
In Project settings, Audio, I chose "OculusSpazializer"
In my Asset folder, all the files of Oculs can be found. In particular, I can see:
Assets\Oculus\Spatializer\scripts\ONSPAudioSource.cs
When I try to integrate MA with Oculus,I did the following:
MA VR Settings: "Oculus Spatializer": True
If I try to check also "Add Oculus Audio sources", just to learn, I get the message to install the updated OculusAudioHelper.
I did it.
But doing so causes Unity and Visual Studio to give the error: "the type or namespace ONSPAudioSource culd not be found"
This is extremely puzzling because when i open the solution in Visual Studio I can see the references between the oculus code and the project code is correct.
What do you think? Is there something suppressing some references to hide the Oculus class ONSPAudioSource from MA?
What I did for the moment is the reimport the script "OculusAudioHelper" from the Asset Store and to overwire the one extracted from the Oculus integration package of MA.
Question:
Mine is a Music game, with many songs to be put in resources. Apart from the sound effects, I want also my music to be played with an initial delay, and to receive events of when it finished playing, etc.
So I like the Sound API better than the Playalist API:I find that the Sound API has got the rich functionalities that I like for the songs. Can I use the Sound API also for the songs (maybe in their own BUS, with only one song playing at a time in such dedicated bus).
How can I make sure than MA loads each song in the background in advance, without performance issues? I was thinking of using the "MasterAudio.PlaySound( delaySoundTime: " to make sure that MA has got plenty of time to load the song. Does the delaySoundTime take advantage of the warning to load the resource from the resources folder in advance?
Then I would get the PlaySoundResult object and use it for the events and other things of my game.
Can I do the above or would I create loading problems/delays ?
Should I use the playlist API because of the large resource files involved with songs? or can I use the PlaySound API to play also the music, and benefit from its richer events, etc.
I do not quite understand how to have control on the background loading and unloading when I do not use the playlist API (with the playlist API the loading unloading is clear to me).
Anyway, now I am stuck with the strange error (1)"Your MA prefab has been altered and cannot function properly. Please revert to it before continuing".
Please advise.
thank you
PS: feature request: I find the continuous requests to prove than I am not a robot, when I try to login in this forum very frustrating. Please shorten them.