hey what's up
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Post by hey what's up on Aug 19, 2015 18:06:40 GMT
hey what's up, so I have this water splash sound attached to a sound group and configured so that it plays whenever the aircraft hits water, and it works as planned when the aircraft does so. When the enemy hits water the sound is configured to play as well... and as planned, it does indeed work. HOWEVER when both the aircraft and the enemy hit the water, the sound seems to be played only once, which reduces realism especially if there are more than one enemy all of them splashing into water. I don't think it has to do with my code since all I do is call PlaySoundAndForget(), so I thought it has to do with the MasterAudio configuration. Any ideas? I can send you a screenshot about the configuration of the sound group if you need any clarification.
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Post by DarkTonic Dev on Aug 19, 2015 19:35:03 GMT
It's a common thing to miss. You need to increase the voices field in the Variation from its default of 1 to your max desired simultaneous sounds.
By default the max is 1. This is in the readme and shown in several of our videos.
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hey what's up
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Post by hey what's up on Aug 20, 2015 7:42:15 GMT
Solved! sorry I didn't pay attention to the definition of Voices in the Readme.
One last question related to this, is it okay if I increase the Voices all the way to its max ( 100) performance-wise? in the case of bullet impacts, they're too numerous, so just in case, I'm setting the Voices level to 100, but I'm not sure if it has any impact on performance ( other than the impact of playing many sounds at the same time).
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Post by DarkTonic Dev on Aug 20, 2015 8:03:17 GMT
There would be no reason to go to higher than 32 voices, since Unity will only play 32 voices of all combined audio at one time and mute the rest according to their priority. Read the section about auto-prioritization in the readme for more detail. Aside from that it won't affect performance in any noticeable way Normally the highest I've set voices to for a single sound in our games is about 7. It's up to you though. Note that the mixer section in Master Audio game object also shows the total voice count of each row (Sound Group) at runtime and will turn the number red if it's at the limit.
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hey what's up
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Post by hey what's up on Aug 20, 2015 9:52:45 GMT
Man all of these features are super cool. Thanks for this wonderful asset by the way. I'll write in this forum if I have any other issues, thanks for the help
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Post by DarkTonic Dev on Aug 20, 2015 10:16:40 GMT
No problem, have fun!
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