Post by FBP on May 9, 2015 15:02:31 GMT
Hi there,
I was setting up the audio sources in individual scenes as always, but noticed that since the upgrade, my event sounds scripts don't show up anymore. I get this error:
NullReferenceException: Object reference not set to an instance of an object
AudioEventInspector.PopulateItemNames (System.Collections.Generic.List`1 groups, System.Collections.Generic.List`1 buses, System.Collections.Generic.List`1 playlists, System.Collections.Generic.List`1 events) (at Assets/DarkTonic/MasterAudio/Editor/AudioEventInspector.cs:66)
AudioEventInspector.OnInspectorGUI () (at Assets/DarkTonic/MasterAudio/Editor/AudioEventInspector.cs:110)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean forceDirty, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect, Boolean eyeDropperDirty) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1150)
UnityEditor.DockArea:OnGUI()
my scene has a DSG Creator prefab, some soundgroups, and trigger game objects with a collider and an event sounds for each sound.
Before, everything just loaded fine.
Loading an MA prefab into the project solves this, but as soon as I hit play, the console tells me that there are multiple MA prefabs and that one has been disabled. So I'm basically forced to remove that "dummy" MA prefab before hitting play.
Again, before the update I just had that DSG Creator prefab, and the event sound scripts would always work.
Any ideas how we could fix this? Thanks!
Cheers,
FBP
I was setting up the audio sources in individual scenes as always, but noticed that since the upgrade, my event sounds scripts don't show up anymore. I get this error:
NullReferenceException: Object reference not set to an instance of an object
AudioEventInspector.PopulateItemNames (System.Collections.Generic.List`1 groups, System.Collections.Generic.List`1 buses, System.Collections.Generic.List`1 playlists, System.Collections.Generic.List`1 events) (at Assets/DarkTonic/MasterAudio/Editor/AudioEventInspector.cs:66)
AudioEventInspector.OnInspectorGUI () (at Assets/DarkTonic/MasterAudio/Editor/AudioEventInspector.cs:110)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean forceDirty, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect, Boolean eyeDropperDirty) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1150)
UnityEditor.DockArea:OnGUI()
my scene has a DSG Creator prefab, some soundgroups, and trigger game objects with a collider and an event sounds for each sound.
Before, everything just loaded fine.
Loading an MA prefab into the project solves this, but as soon as I hit play, the console tells me that there are multiple MA prefabs and that one has been disabled. So I'm basically forced to remove that "dummy" MA prefab before hitting play.
Again, before the update I just had that DSG Creator prefab, and the event sound scripts would always work.
Any ideas how we could fix this? Thanks!
Cheers,
FBP