Post by tango9jeff on Oct 4, 2014 3:31:21 GMT
Hello,
Sorry to flood with questions but I'm trying to see if this extension will be able to help support a upcoming project I will be designing audio on. I've encountered another issue I'm curious if the dev's have a work around or method I'm missing.
Regarding Weapons fire and attaching Sound: It seems the main way Master audio works is to attach an "On enable" or "On visible" Event to a Muzzle flash Prefab, which is a great idea and works great in game. However many games and dev teams want to share muzzle flashes across multiple different weapon types and thus enter my problem.
How do we deal with attaching sounds to weapons which borrow the same muzzle flash prefab across various guns models? Once I attach an "On visible" event to the prefab it seems I can't further distinguish a way to select different Sound groups On that prefab with specific weapon models using the same muzzle prefab.
Would it be possible to add some type of message system event option so that we could interact with a event script on each weapon its self and the muzzle flash prefab? So it might work like this:
1. Add multiple "On visible" or "On enable" events on the Muzzle flash prefab for each gun using it. Each with its own Gun sound group per event.
2. Add a Script to Each gun or weapon model used and add an "On visible" or "On enable" event that could be used to tell the Muzzle flash Prefab the matching "On visible" Action "Name" M16 required object is now "True" (Meaning the M16 is visible or active in game and selected) and verify that particular sound group to use the prefab while its required object is active.
So on the Event actions selection perhaps you could have a check mark where it would enable us to drop in a "make required Game Object" into the slot for the required Object necessary to make the group active. And on the Gun Script it would detect when the weapon is "visible" or selected in the hands of the player"enabled" It could use a name boolean in the Action "Name" When found its matching pair it activates that Sound set on the muzzle prefab.
Anyways I just wanted to throw that out there and see what your thoughts were. I'm loving this tool. Thanks so much for making it. With a little bit more functionality I think its going to be the perfect tool to help bridge the gap between Coders and Sound designers.
Sorry to flood with questions but I'm trying to see if this extension will be able to help support a upcoming project I will be designing audio on. I've encountered another issue I'm curious if the dev's have a work around or method I'm missing.
Regarding Weapons fire and attaching Sound: It seems the main way Master audio works is to attach an "On enable" or "On visible" Event to a Muzzle flash Prefab, which is a great idea and works great in game. However many games and dev teams want to share muzzle flashes across multiple different weapon types and thus enter my problem.
How do we deal with attaching sounds to weapons which borrow the same muzzle flash prefab across various guns models? Once I attach an "On visible" event to the prefab it seems I can't further distinguish a way to select different Sound groups On that prefab with specific weapon models using the same muzzle prefab.
Would it be possible to add some type of message system event option so that we could interact with a event script on each weapon its self and the muzzle flash prefab? So it might work like this:
1. Add multiple "On visible" or "On enable" events on the Muzzle flash prefab for each gun using it. Each with its own Gun sound group per event.
2. Add a Script to Each gun or weapon model used and add an "On visible" or "On enable" event that could be used to tell the Muzzle flash Prefab the matching "On visible" Action "Name" M16 required object is now "True" (Meaning the M16 is visible or active in game and selected) and verify that particular sound group to use the prefab while its required object is active.
So on the Event actions selection perhaps you could have a check mark where it would enable us to drop in a "make required Game Object" into the slot for the required Object necessary to make the group active. And on the Gun Script it would detect when the weapon is "visible" or selected in the hands of the player"enabled" It could use a name boolean in the Action "Name" When found its matching pair it activates that Sound set on the muzzle prefab.
Anyways I just wanted to throw that out there and see what your thoughts were. I'm loving this tool. Thanks so much for making it. With a little bit more functionality I think its going to be the perfect tool to help bridge the gap between Coders and Sound designers.