|
Post by grasswhooper on May 4, 2021 7:23:43 GMT
Hello
So basically my setup is as follows: A Root Game Object(Prefabbed) named GameAudio that contains 10 prefabs example:
Game Audio -(DSG) Worm Audio -(DSG) Dog Audio -(DSG) Golem Audio ....
now i do not know, how or why, but when i upgraded to Unity 2019.4.12f1 i had over half of these prefabs had all of their bus information, simply vanish they also had all of the "voices(weigth)" and pitches also vanish (they all were reset to defaults). and on top of it all, in the area where i am supposed to drag new clips, above it it said, that 7 templates are missing and i need to reassign them from the
MasterAudio/Sources/Prefabs/AudioTemplates (a path similar to this i think).
that was pretty much all of the messed up data
so i went a head, and reassigned all of the missing data and elements, for each and every single (DSG) prefab then i reverted the GameAudio prefab so that, it takes back all of the newly made changes and now, inspector wise, there should be no problems, everything is setup properly, but whenever i start the game i get the following error that points me to each and every (DSG) prefab
UnassignedReferenceException: The variable soundGroupTemplate of MasterAudio has not been assigned. You probably need to assign the soundGroupTemplate variable of the MasterAudio script in the inspector. DarkTonic.MasterAudio.MasterAudio.CreateSoundGroup (DarkTonic.MasterAudio.DynamicSoundGroup aGroup, System.Nullable`1[T] creatorInstanceId, System.Boolean errorOnExisting) (at Assets/Plugins/DarkTonic/MasterAudio/Scripts/Singleton/MasterAudio.cs:4571) DarkTonic.MasterAudio.DynamicSoundGroupCreator.CreateItems () (at Assets/Plugins/DarkTonic/MasterAudio/Scripts/Utility/DynamicSoundGroupCreator.cs:316) DarkTonic.MasterAudio.DynamicSoundGroupCreator.CreateItemsIfReady () (at Assets/Plugins/DarkTonic/MasterAudio/Scripts/Utility/DynamicSoundGroupCreator.cs:106) DarkTonic.MasterAudio.DynamicSoundGroupCreator.OnEnable () (at Assets/Plugins/DarkTonic/MasterAudio/Scripts/Utility/DynamicSoundGroupCreator.cs:75)
i tried installing the newest version but that simply made no difference, any help is more than welcome, it really is annoying, having to lose all of that data, and it is definitely near impossible to just, redo all of the audio in my game, or use a different system.
Edit: i just went to the MasterAudioPrefab and appearently, it too was missing those same templates, but it had a button called "Import Templates" and that was what i did, but it had no effect.
|
|
|
Post by grasswhooper on May 4, 2021 11:36:15 GMT
ok, so i had to go to each prefab, then go to "Debug" mode in the inspector, and appearently, there were few missing transforms, mainly the variant and group templates, so i had to plug them in manually, apply to prefab, then revert back to default inspector.
however, it appears that, with the new version, there appears to be an error, so basically, the method i used to trigger audio (SFXes), is basically, having a GameObject, that gets enabled for 3 frames, and then disabled, and i use the EventSounds and using the OnEnable method, i do play audio right there.
for some odd reason now, the moment the GameObject gets disabled (which is 3 frames after it was enabled), the audio does in fact stop, any idea how to fix that? (noting that, i did not even implement the OnDisable Event at all).
|
|
|
Post by DarkTonic Dev on May 4, 2021 16:25:39 GMT
I have no idea how this sort of data missing error happens once in a blue moon. Although we know how to fix it with the Import buttons and so on as you have done.
For the 2nd post. You will likely need to send me an example project to reproduce it, because it definitely doesn't happen on my end.
I wonder if you create a new Master Audio game object if it will all work and your prefab is corrupted. i.e. Create a Sound Group Organizer prefab and import all your groups from the old one. Then delete the old one. Then create a brand new Master Audio prefab and use the Sound Group Organizer to export all the groups. Worth a shot.
-Brian
|
|
|
Post by grasswhooper on May 4, 2021 19:20:44 GMT
thanks for the response i tried it in a new empty scene, and here is a shortclip displaying the error youtu.be/9fu0ctdxB1Uyou can see a long scream, of the character basically, is supposed to be played on enable, but if i disable quickly, the playing is cut off
|
|
|
Post by DarkTonic Dev on May 4, 2021 19:23:38 GMT
Thanks for the video, I can see what's happening. Now show me a screen shot of your Sound Group's Inspector, the top portion. The Sound Group that's getting cut off when you disable the object.
|
|
|
Post by grasswhooper on May 4, 2021 19:28:55 GMT
i've basically, went through the main screens in a short videos, the Master Audio, and sound group, and sound variants
one thing i'd like to note, this problem (sound cutting off) happens on other sounds too, its just, i chose a long one, as its easiest to spot
|
|
|
Post by DarkTonic Dev on May 4, 2021 19:33:16 GMT
Thanks. By the way, you can click the gear icon in each row of the Master Audio mixer to navigate to that Sound Group. You don't have to go find it in the Hierarchy.
Now I saw on your Sound Group's Inspector just as I suspected, you have selected "Fade Out" under "Caller Despawned Mode" up top. That means that when the caller (your game object you were disabling) becomes inactive, it will fade out the sound. So it's behaving exactly as it should.
-Brian
|
|
|
Post by grasswhooper on May 4, 2021 19:36:53 GMT
my goodness, is this a new feature? could have sworn that never happened before well, thanks for the support, your asset really does have many features that cover almost anything.
Edit: Upon checking some of the Dynamic sound groups, that were not affected by the data failure that happened previously, those are already set to none, so i guess, when the data broke, it defaulted became "fadeout" somehow
|
|
|
Post by DarkTonic Dev on May 4, 2021 20:13:11 GMT
No, this is quite an old feature. Very useful.
Oh that's weird about DGSC.
|
|
|
Post by chrisoshea on May 17, 2021 11:39:17 GMT
I'm here as having the same issue. I updated from Unity 2019.4.13 to 2019.4.26 and it broke something. I get this error:
"UnassignedReferenceException: The variable soundGroupTemplate of MasterAudio has not been assigned. You probably need to assign the soundGroupTemplate variable of the MasterAudio script in the inspector."
I deleted and reinstalled the latest MA. In debug mode assigned SoundGroup to the MA prefab on the stage under group templates. However I use an empty MA prefab and DSGCs per scene and the error first pops up on a scene with one in.
Any idea how to fix this? Thanks
|
|
|
Post by DarkTonic Dev on May 17, 2021 15:21:48 GMT
The proper way to reinstall our plugin is the following:
1) delete all folders named "master audio". 2) restart unity. 3) install again from asset store.
That should fix you. I'm betting you didn't do step 2 which is sometimes important.
-Brian
|
|