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Post by Jesse Talavera-Greenberg on Feb 2, 2021 18:25:46 GMT
My game can be paused at any time. When it does, I set Time.timeScale to zero and AudioListener.paused to true. This pauses all active sound and music. When I unpause the game, I reverse these changes and the sound continues to play as normal.
However, my pause menu also has some sound effects that I'd like to play. Before switching to Master Audio, I would set AudioSource.ignoreListenerPause on the AudioSources I used to play these effects. After switching to Master Audio, I found that I still had to do this manually. It works fine, but I don't know if there's some edge case that I haven't run into.
Is it possible that Master Audio could provide support for playing particular sound effects even if the AudioListener is paused?
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Post by DarkTonic Dev on Feb 2, 2021 19:31:26 GMT
I didn't even know you could pause the Listener. I will add some things about this and report back. This request is the 3rd in line, so it may take a couple weeks.
-B
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Post by Jesse Talavera-Greenberg on Feb 2, 2021 19:38:01 GMT
I didn't even know you could pause the Listener. I will add some things about this and report back. This request is the 3rd in line, so it may take a couple weeks. -B Thank you! No rush, my workaround is perfectly fine for now. As long as it's on your to-do list, I'm happy.
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Post by DarkTonic Dev on Feb 2, 2021 19:47:11 GMT
Cool, thanks for the idea.
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Post by DarkTonic Dev on Feb 13, 2021 21:01:21 GMT
I've added Pause / Unpause Listener to Global Control category on Event Sounds. Also Added "Ignore Listener Pause" to Sound Groups and Playlist Controllers. This will be in the next update.
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Post by Jesse Talavera-Greenberg on Feb 13, 2021 21:48:25 GMT
Thanks! You've been great.
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Post by DarkTonic Dev on Feb 14, 2021 1:03:21 GMT
No problem.
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