Post by David aka Crazydadz on Jul 22, 2015 1:31:27 GMT
Hi guys,
first of all thank you for your tool. I purchased a license of MasterAudio one year ago for a small project and another license few weeks ago and decide to use it again on a new project (we are a team of 2). I have few questions. I can't seem to find a way to achieve what I want. I'm maybe misunderstanding something. I'll explained my issues:
1st question:
I have a pool of enemies that are spawning and unspawning depending of the player distance. I'm using a soundgroup for my looped EnemyIdle sound with a voices of 4 (to get for instances). When the enemy spawn, I call:
When the enemy unspawn I call:
If there is only one enemy that spawn, the sound works, but if another spawn, it cuts the sound of the first enemy that is still spawned (even if the audio source still there) and the second enemy gets the sound. If I'm unspawning the 2nd enemy, there is no more sound even if I'm close to the first spawned enemy.
I can't find a way to do it works. The variation sequence is set to "Top to bottom", the Retrigger Percentage is set to "100". I tried almost all the settings without success .
Maybe I'm not using the tool the right way.
2nd question:
Is there a way to crossfade my enemy sounds? My enemy has multiple states: Idle, Scream, Chase, Attack...etc. Each state will have a specific looped sound or not looped sound.
Ei: Idle will be a looped clip, attack will be a oneshot clip.
3rd:
Is there a way to fadeOut and stop my looped "idle sound" when my enemies are unspawning?
In the fade settings of the Master prefab, all properties are checked to stop the sound when volume is zero, but sometimes, the active voice isn't zero even if all my enemies are unspawned. So I have some EnemyIdle sounds that keep playing (even if I can't hear them as I told you in the first question).
For pooledObject as enemy that have states, do you know a better way to create the audios with MasterAudio?
Thanks a lot for your time,
Hope you understood what I tried to achieve , english isn't my mother language.
David
Edit: Ok I started a new dummy project, and for the 1st question and 3rd question, everything seems to work with the spawning/unspawning and active voices with fading on that project...I'll investigate in my game project. But I'd like to know what would be the best approach in your opinion with the crossfading of enemy sound depending of the enemy state.
first of all thank you for your tool. I purchased a license of MasterAudio one year ago for a small project and another license few weeks ago and decide to use it again on a new project (we are a team of 2). I have few questions. I can't seem to find a way to achieve what I want. I'm maybe misunderstanding something. I'll explained my issues:
1st question:
I have a pool of enemies that are spawning and unspawning depending of the player distance. I'm using a soundgroup for my looped EnemyIdle sound with a voices of 4 (to get for instances). When the enemy spawn, I call:
MasterAudio.PlaySound3DFollowTransform("EnemyIdle", transform);
When the enemy unspawn I call:
MasterAudio.FadeOutSoundGroupOfTransform(transform, "EnemyIdle", 0.5f);
//_playSoundResult.FadeOutNow(0.5f); //Sound still active even if faded to zero.
If there is only one enemy that spawn, the sound works, but if another spawn, it cuts the sound of the first enemy that is still spawned (even if the audio source still there) and the second enemy gets the sound. If I'm unspawning the 2nd enemy, there is no more sound even if I'm close to the first spawned enemy.
I can't find a way to do it works. The variation sequence is set to "Top to bottom", the Retrigger Percentage is set to "100". I tried almost all the settings without success .
Maybe I'm not using the tool the right way.
2nd question:
Is there a way to crossfade my enemy sounds? My enemy has multiple states: Idle, Scream, Chase, Attack...etc. Each state will have a specific looped sound or not looped sound.
Ei: Idle will be a looped clip, attack will be a oneshot clip.
3rd:
Is there a way to fadeOut and stop my looped "idle sound" when my enemies are unspawning?
In the fade settings of the Master prefab, all properties are checked to stop the sound when volume is zero, but sometimes, the active voice isn't zero even if all my enemies are unspawned. So I have some EnemyIdle sounds that keep playing (even if I can't hear them as I told you in the first question).
For pooledObject as enemy that have states, do you know a better way to create the audios with MasterAudio?
Thanks a lot for your time,
Hope you understood what I tried to achieve , english isn't my mother language.
David
Edit: Ok I started a new dummy project, and for the 1st question and 3rd question, everything seems to work with the spawning/unspawning and active voices with fading on that project...I'll investigate in my game project. But I'd like to know what would be the best approach in your opinion with the crossfading of enemy sound depending of the enemy state.