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Post by HK on May 7, 2024 11:56:26 GMT
Hello,
i try to integrate MasterAudio AAA into my existing project where I ofc already use my own scripts with audio sources.
UI Scene conversation is straight forward and works pretty neat, but I'm a bit confused about how to convert following scenarios:
- Each level has a background music (2 versions) which loops until you leave the map, should i use the playlist for that with just the 2 songs and swap them in code when need (go from a slow version to a faster version)
- For the Car engine sound i pitch the engine sound based on the car speed, not sure how to do that with master audio. (or whats the advantage then?)
if you could may point me to the correct doc pages i think it would be fine for me.
Thanks and BR
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Post by DarkTonic Dev on May 7, 2024 13:05:59 GMT
You can actually put all songs in one Playlist, or you can use a Dynamic Sound Group Creator to have per-Scene songs.
You can pitch a sound after playing it via code, or, with the new version about to come out, we have Real-Time-Parameter Control built in. There will be an upgrade price for this though.
Let me know if you need any examples of code.
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Post by HK on May 7, 2024 15:11:49 GMT
You can actually put all songs in one Playlist, or you can use a Dynamic Sound Group Creator to have per-Scene songs. You can pitch a sound after playing it via code, or, with the new version about to come out, we have Real-Time-Parameter Control built in. There will be an upgrade price for this though. Let me know if you need any examples of code. Thanks for your answer, i think the dynamic sound group creator fit my needs better.
So for the engine sound example, this wouldn't be possible with MasterAudio 2022 and I should keep my current code?
BR
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Post by DarkTonic Dev on May 7, 2024 15:13:27 GMT
You can still do the engine sound with code, if you want. But it becomes dead simple, and no code other than changing a parameter, in the next upcoming version.
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