Post by matthes on May 26, 2015 12:28:48 GMT
Hello,
I integrated your plugin statically in my game (with playmaker actions) and everything runs great.
Now i am looking for the best way of adding and managing audio skins.
My goal:
on trigger (GUI command or game logic) i want to replace the complete sound set (all the variants in my various soundgroups) based on some kind of database (hashtable, dynamic sound group creator prefab ...)
As my trigger commands for soundgroups are hard coded i only want to replace the variants.
I want to do it in the same scene and NOT on scene change
What would be the best approach to do this?
In the moment i am doing the following:
- create a "dynamic sound group creator" (dsgc) and import/export my sound groups. reassign the buses (sad they are not remembered by import/export)
- create a prefab from the dsgc and name it as my base skin.
- in hierarchy replace the variants of the dsgc soundgroups with my new audio skin.
- save this skin as a new dsgc prefab (so i have two different dsgc prefabs)
- delete all sound groups from the static Master audio controller
Now in playmode I just Instantiate one of the dsgc prefabs at the start of the game. When i want to switch the audio skin I just destroy the current dsgc clone and instantiate the other dsgc skin prefab.
This works so far for me (i am just beginning to experiment). I wonder if this is a practical/recommended approach? Or will i run in technical or performance issues that way?
edit:
follow up question: How would i do the skinning for playlists?
I am currently adressing the resource files directly in my gamecode (with play clip by name action). I would need some kind of abstraction layer like: "play clip by ID" when changing to another skin?
I integrated your plugin statically in my game (with playmaker actions) and everything runs great.
Now i am looking for the best way of adding and managing audio skins.
My goal:
on trigger (GUI command or game logic) i want to replace the complete sound set (all the variants in my various soundgroups) based on some kind of database (hashtable, dynamic sound group creator prefab ...)
As my trigger commands for soundgroups are hard coded i only want to replace the variants.
I want to do it in the same scene and NOT on scene change
What would be the best approach to do this?
In the moment i am doing the following:
- create a "dynamic sound group creator" (dsgc) and import/export my sound groups. reassign the buses (sad they are not remembered by import/export)
- create a prefab from the dsgc and name it as my base skin.
- in hierarchy replace the variants of the dsgc soundgroups with my new audio skin.
- save this skin as a new dsgc prefab (so i have two different dsgc prefabs)
- delete all sound groups from the static Master audio controller
Now in playmode I just Instantiate one of the dsgc prefabs at the start of the game. When i want to switch the audio skin I just destroy the current dsgc clone and instantiate the other dsgc skin prefab.
This works so far for me (i am just beginning to experiment). I wonder if this is a practical/recommended approach? Or will i run in technical or performance issues that way?
edit:
follow up question: How would i do the skinning for playlists?
I am currently adressing the resource files directly in my gamecode (with play clip by name action). I would need some kind of abstraction layer like: "play clip by ID" when changing to another skin?