Post by bradamante on Apr 1, 2015 11:47:07 GMT
Hi,
I had this conversation with jerotas on the Unity conversation thingy, so I thought let's bring it here for everyone to see.
***
I migrated my project from Unity 4.6.x to 5.0 and most stuff seems to work. I am using PlayMaker and I am calling MasterAudio commands from there (MasterAudioPlaySound).
Something however has changed: I have a space game and when a space ships jumps out some warp/jump sound is played. This jump out sequence goes on for a few seconds and the space ship is moving forward quite fast during that time.
The sound at the beginning of this sequence is triggered via MasterAudioPlaySound in PlayMaker and I use Attach to GameObject. In Unity 4.6 this worked. The sound was heard constantly, like a 2D sound would. The sound file is a 4 sec Stereo WAV. In Unity 5, the sound fluctuates, as if the loudness curve was a sinus curve. The distance crossed during that sequence is maybe 400 world units. If I bring it down to 32 the sound plays fine, doesn't fluctuate.
My theory is that either MasterAudio or PlayMaker can't cope with the player object moving so fast during jumpout.
During jump in - upon arival in a new system - there's also a sound being played, a 3 sec Stereo WAV. This one plays fine, but the ship is not moving that fast, not crossing that much distance.
Does this sound familiar?
Are you using 2D or 3D for this game and what's your Spatial Blend Rule set to above the mixer?
I am not sure if it's a 3D sound and to be honest I don't even know how and where to check.
The WAV file is a stereo and on import settings I don't have the [ ] force mono flag checked.
On the Audio Source in the MasterAudio object I have the Spatial Blend value set to 0.0.
EDIT:
When I use [x] attach to GameObject and I test it, I can't see a GameObject attached to my Player object (where it should be). Is this supposed to be that way or is this a problem?
I had this conversation with jerotas on the Unity conversation thingy, so I thought let's bring it here for everyone to see.
***
I migrated my project from Unity 4.6.x to 5.0 and most stuff seems to work. I am using PlayMaker and I am calling MasterAudio commands from there (MasterAudioPlaySound).
Something however has changed: I have a space game and when a space ships jumps out some warp/jump sound is played. This jump out sequence goes on for a few seconds and the space ship is moving forward quite fast during that time.
The sound at the beginning of this sequence is triggered via MasterAudioPlaySound in PlayMaker and I use Attach to GameObject. In Unity 4.6 this worked. The sound was heard constantly, like a 2D sound would. The sound file is a 4 sec Stereo WAV. In Unity 5, the sound fluctuates, as if the loudness curve was a sinus curve. The distance crossed during that sequence is maybe 400 world units. If I bring it down to 32 the sound plays fine, doesn't fluctuate.
My theory is that either MasterAudio or PlayMaker can't cope with the player object moving so fast during jumpout.
During jump in - upon arival in a new system - there's also a sound being played, a 3 sec Stereo WAV. This one plays fine, but the ship is not moving that fast, not crossing that much distance.
Does this sound familiar?
DarkTonic Dev said:
If they are 3D sounds, the volume will change according to the distance between the Audio Source and the Audio Listener. If it's a 2D sound, you don't need to attach to caller as the sound will just be "center speaker".Are you using 2D or 3D for this game and what's your Spatial Blend Rule set to above the mixer?
I am not sure if it's a 3D sound and to be honest I don't even know how and where to check.
The WAV file is a stereo and on import settings I don't have the [ ] force mono flag checked.
On the Audio Source in the MasterAudio object I have the Spatial Blend value set to 0.0.
EDIT:
When I use [x] attach to GameObject and I test it, I can't see a GameObject attached to my Player object (where it should be). Is this supposed to be that way or is this a problem?