Post by rained on Jan 26, 2021 20:58:43 GMT
Hello! We are using Master Audio v4.0 with Unity 2019.4.0f1.
We are using Master Audio in many ways very well for a long time, but there is one issue that we have been keeping aside but decided to fix now and would like help.
In our game we have different sets of tracks for each situation, one set for fighting, one for roaming, etc.
Our issue is that often those tracks get out of sync.
How we are using Master Audio:
For each game moment, we have an array of Playlist Controllers. Each Playlist Controller has a single playlist with a single track.
All Playlist Controllers from the same game moment have the same Controller Sync Group assigned and all Playlists have Song Transition Type set to Synchronize Clips.
Once that game moment is active, we have different sets of layers that we to play depending on what the player is doing.
But doing this have been causing tracks to go out of sync.
I found out that the issue is minimized if I don't stop the layers, only fade them out until we need them again. But still the issue happens often.
Currently I call StartPlaylist when I need the Playlist to play, and FadeToVolume to change volume.
Once the game moment changes, I call FadeToVolume and StopPlaylist.
You can check this video (https://www.youtube.com/watch?v=5c5AKMXGubg) from a tester in which you can hear two layers out of sync.
And also this video (https://www.youtube.com/watch?v=3aa2C5agiNg) from my Unity Editor. I set up an empty scene with only Master Audio. See that when I hit play the tracks are already slightly out of sync from the start.
Our music files extension is .aif
Import Settings:
Load Type - Streaming
Compression Format - Vorbis
Quality - 63
Preserve Sample Rate
Let me know what more I can include here that would be useful.
We are using Master Audio in many ways very well for a long time, but there is one issue that we have been keeping aside but decided to fix now and would like help.
In our game we have different sets of tracks for each situation, one set for fighting, one for roaming, etc.
Our issue is that often those tracks get out of sync.
How we are using Master Audio:
For each game moment, we have an array of Playlist Controllers. Each Playlist Controller has a single playlist with a single track.
All Playlist Controllers from the same game moment have the same Controller Sync Group assigned and all Playlists have Song Transition Type set to Synchronize Clips.
Once that game moment is active, we have different sets of layers that we to play depending on what the player is doing.
But doing this have been causing tracks to go out of sync.
I found out that the issue is minimized if I don't stop the layers, only fade them out until we need them again. But still the issue happens often.
Currently I call StartPlaylist when I need the Playlist to play, and FadeToVolume to change volume.
Once the game moment changes, I call FadeToVolume and StopPlaylist.
You can check this video (https://www.youtube.com/watch?v=5c5AKMXGubg) from a tester in which you can hear two layers out of sync.
And also this video (https://www.youtube.com/watch?v=3aa2C5agiNg) from my Unity Editor. I set up an empty scene with only Master Audio. See that when I hit play the tracks are already slightly out of sync from the start.
Our music files extension is .aif
Import Settings:
Load Type - Streaming
Compression Format - Vorbis
Quality - 63
Preserve Sample Rate
Let me know what more I can include here that would be useful.