FBP
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Post by FBP on Apr 25, 2015 15:17:29 GMT
Hi, is there a way to keep the custom spatial blend curve that I've made in the audio source of a dynamically created Soundgroup? it seems that once the level loads (and with it the dynamic sound groups), that particular curve is either fully 2d or 3d, or a fixed value depending on what is set in the main MA prefab (even when I chose "Allow different per Group" -- in fact, this part seems not very clear yet.). I need to tweak spatial blend settings (formerly known as "pan" -probably an even worse name than the new one ) for ambience sounds. On a different note: when using events and colliders to fade out soundgroups (using the "fade out all sound" option and defining a particular soundgroup), It seems that if a player goes through the collider while a fade is happening, the whole trigger system fails- I guess this is hard do solve, and that the only way to use fading out for ambience purposes would be to place the colliders only in places that the player cannot reach anymore? Or could there be some sort of "check" in future releases, which stops a fade out if the player traverses the collider while the fade is still active? Thanks! Fbp
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FBP
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Post by FBP on Apr 25, 2015 15:31:03 GMT
Adding an observation to this thread:all of MA's soundgroup seem to force the spatial blend curve to one straight line- I must be just not finding the option to turn this behavior off? Maybe in the spatial blend menu there should be an option like "keep custom curves" or something like this?
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Post by DarkTonic Dev on Apr 25, 2015 18:24:26 GMT
I assume you mean custom *rolloff* curve, not Spatial Blend curve? I don't see anywhere in the Audio Source that does anything with Spatial Blend except assign to assign it a number. Spatial Blend is a value between 0 and 1, with 0 being 2D and 1 being 3D.
The custom rolloff curve is indeed copied perfectly from Dynamic SGC from Master Audio game object during runtime, so I'm unsure what issue you're seeing.
It could be this: Assigning Spatial Blend in the Audio Source itself will be overridden by Master Audio at runtime. So only use the Spatial Blend Rule section in the Inspector of the Dynamic Sound Group component to do that. Also, even if your dynamic sound group is "Force To Custom" for Spatial Blend Rule, and the Master Audio game object's Spatial Blend Rule doesn't allow it (not set to Allow Different per group), that setting will not be used. i.e. Master Audio game object settings override the dynamic Sound Group Creator settings.
About the collider issue, I don't understand what you mean. Please explain that in more detail.
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FBP
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Post by FBP on Apr 25, 2015 18:34:14 GMT
Thanks as always for your quick response. By Spatial Blend Curve I mean the green line in the audiosource, which in fact controls the spatial blend slider in each audio source. The way things are set up in our project, This curve always resets to either 1 (force to 3d), 0, (force to 2d) or a straight line in between 0 and 1 (when force to custom is selected). Can you confirm this? Maybe something went awry in our project? We have the latest MA installed. Also: this is not specifically a problem with DSG, the soundgroups in the "Main" MA prefab behave the same here. As for the collider, I hope I'm able to explain: In our 2.5d game (a platformer) ,we have a wind ambience sound (in this case, it is set to 2d) which gets triggered on and off by using a "trigger sounds" event and a collider. On enter (when the character moves into the collider "box"), the wind sound group starts, on exit, the same soundgroup fades out and stops. The fade time for the exit state is 2 seconds. Now, this works great except for when the player goes back into the collider box WHILE the fade out is still at work- then the ambience is not retriggered. I was wondering if it were possible to sort of "override" the fade out in some way, because in a more open world type of game, it happens frequently that players go back and forth in the entire level. I hope this is clearer now... if not, I'll try my best to explain or I can include some screenshots Thanks again! fbp
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Post by DarkTonic Dev on Apr 26, 2015 1:41:33 GMT
I didn't even know about the curve for Spatial Blend until you pointed it out. We don't currently support it. The other settings will override it unfortunately, as you have seen. I'll add this support in the next version, so watch the release notes.
For the collider thing, you'll need to handle that with your own script instead of using Event Sounds script I'm afraid. There's currently no way to cancel a fade except possibly by ordering another separate instant fade.
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FBP
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Post by FBP on Apr 26, 2015 7:54:44 GMT
Ah, woah Ok, that would be really great. It's interesting that I seem to be a minority using these curves, but for what we do (especially ambience-based sounds) it's an incredibly important feature...any timeline for the next release? As for the collider: yes, I thought so. I'll talk to the devs, or work around it using the level design (putting colliders in places where the character won't go again) Thanks for listening to these requests and replying so swiftly, FBP
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Post by DarkTonic Dev on Apr 26, 2015 8:10:36 GMT
Probably a couple weeks out. It takes near a week to get a new verson approved these days.
About the second issue, you could also disable the collider after the player hits it. If there's a retrigger limit option on Event Sounds that may also work (I'm not at my computer right now). You may be able to say "don't trigger this sound again for X seconds" if so, and the fade would be over by then.
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FBP
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Post by FBP on Apr 26, 2015 8:35:26 GMT
Ok, I might proceed this way: I'll add the correct curves already, so that when the new version comes out, they'll be already set up (minus some "tweaking on hearing")- that should work, right?
Regarding the collider: thanks, I'll try these out soon!
Best,
FBP
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Post by DarkTonic Dev on Apr 26, 2015 18:43:27 GMT
Yes that will work. You'll need to select whatever new options I add that support that in the new version too.
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FBP
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Post by FBP on Apr 26, 2015 21:14:02 GMT
Will do Thanks!
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Post by DarkTonic Dev on Apr 27, 2015 3:41:37 GMT
Will do Thanks! No problem.
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FBP
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Post by FBP on May 8, 2015 9:27:47 GMT
Hi, any news on when the next version will be live on the asset store? I see you've submitted it on May 1st. Thanks! FBP
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Post by DarkTonic Dev on May 8, 2015 14:48:42 GMT
It's already live
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FBP
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Post by FBP on May 8, 2015 15:08:38 GMT
got it! hmm.. but I can't seem to have the curves translate to the dynamically loaded audio sources, though. Even though I've set the Master Audio prefab to "Use Curve From Audio Source". The green curve seems to disappear Here is a screenshot of the audio sources set in the DSG group, and the one at load time. I've noticed that in the correctly set one, the spatial blend value reads "controlled by curve" whereas on runtime, it seems that it snapped back to being a slider. hm.. Audio source set and ready to go: server.fbpsound.com:8000/f/e02075d46c/Audio source of same group in playmode: server.fbpsound.com:8000/f/ecb002c88a/No info in the console.
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FBP
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Post by FBP on May 8, 2015 15:10:36 GMT
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