Post by CJY9 on Nov 10, 2021 23:29:54 GMT
Hi, I've been using Master Audio for some time, but I ran into some inconvenience.
If I were to have:
using DarkTonic.MasterAudio;
public class Example : MonoBehaviour
{
[SoundGroup] public string testSound;
}
I can see the drop down menu, and three buttons: Cogs, Speaker, and Square. (Cogs to jump to the specific audio clip, Speaker to play/preview, and Square to Stop). The issue is with the Speaker button.
After recompiling some codes in Visual Studio, it works fine as expected. Sound comes out, so I can verify audio clip used. However, about a minute after recompiling, it stops working or responding. I can see the yellow speaker icon appear on Master Audio Prefab GameObject, but no sound will come out. And the yellow speaker icon won't disappear at all unless I press the square button.
So, far here's what I found out trying to resolve the issue:
1) Repeatedly pressing speaker button after recompiling the code does not break the speaker button. Only after any Master Audio Prefab has not been touched for +2 minutes, the same issue will occur again. This consistently happened five times out of five attempts.
2) When compiling / closing the Unity Editor Application itself, the sound I was trying to play will play once. Then the project is recompiled / closed.
3) When the button is stuck, any other ways to make a sound in Editor button won't work either. Not in Master Audio Prefab, etc. Pressing square button (which removes the yellow speaker icon from Master Audio button) then pressing Speaker button won't work either. Same thing happens all over again.
4) Everything works just fine in Play Mode. This is strictly Editor mode issue.
5) I checked with Bulk Audio Importer, but none of them have the combination of both "Load In Background" and "Compressed In Memory" as suggested in the Trouble Shooting.
6) I tried multiple audio listener / single audio listener in Master Audio Prefab / single audio listener in additive scene / etc, but those changed nothing.
7) Mute Audio is not enabled, nor is there any other asset associated with audio in the project. Also, Master Audio is updated to its latest version (according to Package Manager).
I honestly now don't understand how or why this is happening. Anyone had similar issues?
If I were to have:
using DarkTonic.MasterAudio;
public class Example : MonoBehaviour
{
[SoundGroup] public string testSound;
}
I can see the drop down menu, and three buttons: Cogs, Speaker, and Square. (Cogs to jump to the specific audio clip, Speaker to play/preview, and Square to Stop). The issue is with the Speaker button.
After recompiling some codes in Visual Studio, it works fine as expected. Sound comes out, so I can verify audio clip used. However, about a minute after recompiling, it stops working or responding. I can see the yellow speaker icon appear on Master Audio Prefab GameObject, but no sound will come out. And the yellow speaker icon won't disappear at all unless I press the square button.
So, far here's what I found out trying to resolve the issue:
1) Repeatedly pressing speaker button after recompiling the code does not break the speaker button. Only after any Master Audio Prefab has not been touched for +2 minutes, the same issue will occur again. This consistently happened five times out of five attempts.
2) When compiling / closing the Unity Editor Application itself, the sound I was trying to play will play once. Then the project is recompiled / closed.
3) When the button is stuck, any other ways to make a sound in Editor button won't work either. Not in Master Audio Prefab, etc. Pressing square button (which removes the yellow speaker icon from Master Audio button) then pressing Speaker button won't work either. Same thing happens all over again.
4) Everything works just fine in Play Mode. This is strictly Editor mode issue.
5) I checked with Bulk Audio Importer, but none of them have the combination of both "Load In Background" and "Compressed In Memory" as suggested in the Trouble Shooting.
6) I tried multiple audio listener / single audio listener in Master Audio Prefab / single audio listener in additive scene / etc, but those changed nothing.
7) Mute Audio is not enabled, nor is there any other asset associated with audio in the project. Also, Master Audio is updated to its latest version (according to Package Manager).
I honestly now don't understand how or why this is happening. Anyone had similar issues?