pcj
New Member
Posts: 1
Posts: 1
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Post by pcj on Jun 10, 2014 20:38:27 GMT
I am currently working on a game where we can have many bees on screen.
If I have a bee onscreen, I want the beeBuzz Sound to play. Right now, my bee prefab has the beeBuzz sound set to play when the bee game object is enabled. It is a long looping sound. It is not a 3D sound.
I do not want to fill the speakers with bee sounds, so I only have 1 beeBuzz sound variation in my dynamic sound group. This means that if I have 10 bees on screen, I do not have 10 beeBuzz sounds playing. I have only one playing and this is intended.
What is happening is that the 1st bee created is the actual one playing the sound. The latter case is fine with me. The problem arises when the 1st bee ( the one playig the sound ) is destroyed by the player. Since the other bees do not have a sound instance to use, they cannot play the sound and now fly in silence.
Is there a way with MasterAudio to have a "static" sound variation/instance that can only have one copy of itself playing at a time but at the same being managed by multiple game objects ?
Thank you !
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Post by DarkTonic Dev on Jun 10, 2014 22:49:10 GMT
Yeah, there is. It sounds like you've already set up that beeBuzz sound to have one variation and a weight of 1 (so max 1 voice playing at any time).
Master Audio does not care if the game object "making" the sound is destroyed. It will not automatically cease the sound (although you can make it do that). Are you actually putting an Audio Source on the bee? If so, that totally goes around the entire Master Audio system and I recommend you get rid of that part. If not, what do you have set up that causes the sound to stop?
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