Steve
New Member
Posts: 3
Posts: 3
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Post by Steve on Nov 6, 2021 19:57:06 GMT
The first audio clip I have under my Master Audio game object is a 1-minute long clip. When the "Perform code warming" setting is enabled, every time I try to play that clip, I get the following error:
T: 1.044533 - MasterAudio: All 1 children of Birds were busy. Will not play this sound for this instance. If you need more voices, increase the 'Voices (Weight)' field on the Variation(s) in your Sound Group.
Is there a way to specify another audio clip to use for the code warming? Does Master Audio always use the first clip in the list?
Thanks, Steve
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Post by Steve on Nov 6, 2021 20:16:44 GMT
I was able to solve this by creating a short "dummy" clip and dragging it to the first child position under the Master Audio game object.
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Post by DarkTonic Dev on Nov 7, 2021 3:15:47 GMT
I fixed a few errors around this last year. I am not aware of any current errors with this, so I haven't seen what you're seeing. Please let me know the Sound Group Variation settings for the Sound Group in question. Is it a Resource File, Addressable, Clip, etc? It would be best if you can take a screen shot of the Inspector for that Sound Group & Variation.
Or you can send me an example Scene that demonstrates the problem.
Yes, warming always uses the first clip in the first Sound Group for warming and it's not configurable. It shouldn't need to be as long as we fix the bugs.
-Brian
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Steve
New Member
Posts: 3
Posts: 3
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Post by Steve on Nov 7, 2021 17:36:26 GMT
Please let me know the Sound Group Variation settings for the Sound Group in question. Is it a Resource File, Addressable, Clip, etc? It would be best if you can take a screen shot of the Inspector for that Sound Group & Variation. The sound clip is in a resource file. It's about a minute long. I have the voices/weight set to 1. I'm guessing that the code warming is playing it for the full duration of the clip and that's why it prevents another instance from being able to play it.
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Post by DarkTonic Dev on Nov 7, 2021 19:26:18 GMT
Negative, the warming just finishes loading the sound then stops it immediately.
I'll take a look and report back.
Thanks, -Brian
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Post by DarkTonic Dev on Nov 7, 2021 20:32:15 GMT
Hi, I could not reproduce the error. After warming, when I attempt to play the sound the first time, it does play. The 2nd time I try to play it, it gives the "All voices are busy" error, because it's true - it's already playing and there's only 1 voice, so during the 1-minute play that is correct behavior.
If you're getting that error on the first attempt to play it, I can't reproduce that and you'll need to send me an example Scene that makes it happen.
Thanks, -Brian
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Oshigawa
Full Member
Posts: 228
Posts: 228
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Post by Oshigawa on Dec 22, 2021 17:00:15 GMT
Hi Brian,
I'll hop on the thread so i don't open another one. Is there a callback or a public bool that can be accessed so i know that the code warming has been done? I wasn't able to find it.
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Post by DarkTonic Dev on Dec 22, 2021 23:12:25 GMT
There is a bool.
if (MasterAudio.IsWarming) { // don't do anything }
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Oshigawa
Full Member
Posts: 228
Posts: 228
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Post by Oshigawa on Dec 23, 2021 8:15:13 GMT
There is a bool. if (MasterAudio.IsWarming) { // don't do anything }
Must have missed it, thanks!
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Post by DarkTonic Dev on Dec 23, 2021 15:58:02 GMT
No problem.
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