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Post by dreasgrech on Jul 3, 2015 12:08:11 GMT
I am currently starting a looping sound when the player interacts with an object as follows: MasterAudio.PlaySound3DAtVector3("Waterpump", position);
And this is the Audio Group:  Now what's happening is that if I have one player using the object (with the sound playing) and then another player starts using another object which uses the same sound group, the first sound stops playing and the second one starts, instead of correctly hearing them play both at the same time. I've played around with the Retrigger percentage but I noticed that if the trigger percentage is 100%, the sound never plays and I get this log: "T: 1322.903 - MasterAudio All children of Waterpump were busy. Will not play this sound for this instance." ...and if I set it to 50%, the sound plays like half of the time only and when it doesn't, it shows: "T: 1366.795 - MasterAudio All children of Waterpump were busy. Will not play this sound for this instance." If I set it to 0%, then it plays all the time but I can only hear it from one source at a time rather than from multiple sources at the same time as stated previously. What can be the issue here?
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Post by DarkTonic Dev on Jul 3, 2015 19:59:44 GMT
If you want to be able to play more than one at a time, you have to increase the Voices (Weight) field to more than one. Increase that to your maximum number you want to be able to play at a time. Our videos show this. I would have you watch them if you haven't yet.
Retrigger Percentage is used to steal away an already busy Variation for a different purpose and start the sound again. I'd leave that at 100% usually.
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Post by dreasgrech on Jul 4, 2015 12:02:35 GMT
If you want to be able to play more than one at a time, you have to increase the Voices (Weight) field to more than one. Increase that to your maximum number you want to be able to play at a time. Our videos show this. I would have you watch them if you haven't yet. Retrigger Percentage is used to steal away an already busy Variation for a different purpose and start the sound again. I'd leave that at 100% usually. Thanks for your reply. It seems like I missed the Voices (Weight) field for some reason. Increasing its value seems to have done the trick. I'll make sure to go through the videos again! Cheers.
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Post by DarkTonic Dev on Jul 4, 2015 18:50:38 GMT
Sounds good
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Post by jkl on Jan 24, 2023 16:35:33 GMT
MasterAudio: All 1 children of Arrow final were busy. Will not play this sound for this instance. If you need more voices, increase the 'Voices / Weight' field on the Variation(s) in your Sound Group.
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Post by DarkTonic Dev on Jan 24, 2023 16:58:31 GMT
If you are getting this warning, do what it says. Increase the Voices / Weight field.
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