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Post by courtney3002 on May 2, 2024 8:43:28 GMT
Hi, I want to know what is best for lot of bullets. When 5 characters shoot bullet with first setting (Variation mode = normal , Vocies/Weight = 20) it is too loud when they shoot together. So I changed setting (Variation mode = Dialog, Custom Fade Out Time = 0.5, Voices/Weight = 1) and it looks fine.
1. Is it good setting for this? or is there better setting?
2. [SoundGroup] public string hitEffectSound; MasterAudio.PlaySound3DAtTransformAndForget(hitEffectSound, transform); I use this way to shoot bullet without Event Sounds script. because it looks better than using custom events and attaching Event Sounds scriprt for every weapons and bullets. Is this normal way? or Should I change?
Thank you!!
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Post by DarkTonic Dev on May 3, 2024 4:48:00 GMT
#1, use your ears, I can't tell you what's best without hearing it. 1 voice might be insufficient if more than one want to shoot at the same time.
You could try using 3-5 voices and setting Retrigger Percentage to 50% (play around with the value), so it will "take over" sounds already playing as long as they're 50% or more played already (the bang part).
#2, yes that's the normal code way. If you don't have a Sound Designer person who is going in and placing Event Sounds everywhere he wants and asking you to code the Fire Custom Events stuff, then what you're doing is easier and more straightfoward.
-B
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Post by courtney3002 on May 3, 2024 16:03:30 GMT
Thank you for reply.
I tested with 20 units with 2 voices and 50% retrigger percentage setting. no Limit Polyphony and 'Time Based' mode with 0.05. It shows "MasterAudio: All 2 children of HitEffect_Claist 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." warning. So I changed it to 4 voices and It looks fine. No 'busy' warning. Does this warning can be matter?
I'm little confused with retrigger percentage. For example, I want to hear only 2 same sounds at the same time and if there are more sounds(like bullet hit) after 0.1~0.2 sec, retrigger sounds which already playing. So I want use only 2~4 sounds (voices).
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Post by DarkTonic Dev on May 3, 2024 16:13:48 GMT
That warning simply means you aren't able to play every time you want to. If that's ok with you, you can ignore it. Otherwise, add more voices.
I don't know how long your bullet sound is. But Retrigger Percentage at 50% means when a request comes in to play the sound again, and there's a voice that's at least 50% done being played, it can take over that voice to play a new one.
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Post by courtney3002 on May 3, 2024 16:27:25 GMT
Ahhhhhhhhh It was meaning about clip percentage!! Ohhhh Finally I get it!! Thank you very much!!
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Post by DarkTonic Dev on May 3, 2024 17:48:29 GMT
No problem.
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