mic
New Member
Posts: 3
Posts: 3
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Post by mic on Oct 9, 2014 9:21:58 GMT
Hello I've been using MasterAudio for my current project and have hit a small issue. I am calling variations in soundgroups directly to avoid overly cluttering everything with soundgroups. But these variations only play in one location. I have set Retrigger Percentage to 100 and increased the weight to 10 with no effect. Here's a call I'm using to start the sound: idleSound = MasterAudio.PlaySound3DAtVector3("sfx_barrier", transform.position, 1.0f, null, 0.0f, "idle"); And here are the settings I use on the soundgroup and the variation, also console output to show that two calls are being done: Is there something I'm missing or doing wrong? Thanks for any help
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Post by DarkTonic Dev on Oct 9, 2014 15:59:31 GMT
Are you saying that it's only playing one of the 10 clones of this Variations every time? I'm not clear on what the problem is.
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mic
New Member
Posts: 3
Posts: 3
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Post by mic on Oct 9, 2014 22:46:29 GMT
Yes exactly. I'm triggering the variation in two different places at the same time, but only in one place can the sound be heard.
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Post by DarkTonic Dev on Oct 10, 2014 0:53:39 GMT
Ok, I've reproduced and fixed the bug. To fix it, update the following method in SoundGroupVariation.cs with this code.
public bool IsAvailableToPlay { get { if (weight == 0) { return false; }
if (!playSndParam.isPlaying && VarAudio.time == 0f) { return true; // paused aren't available }
return AudioUtil.GetAudioPlayedPercentage(VarAudio) >= ParentGroup.retriggerPercentage; } }
This will be in the next update.
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mic
New Member
Posts: 3
Posts: 3
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Post by mic on Oct 10, 2014 8:15:30 GMT
Thank you very much! Works like a charm.
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Post by DarkTonic Dev on Oct 10, 2014 15:12:18 GMT
ok, you're set
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