roderik
New Member
Posts: 2
Posts: 2
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Post by roderik on Nov 27, 2015 13:57:14 GMT
Hi, I'm getting the following error when playing sounds from a single scene:
MasterAudio could not find sound: Quadruped_Groan. If your Scene just changed, this could happen when an OnDisable or OnInvisible event sound happened to a per-scene sound, which is expected. Triggered by prefab: Avatar_Biped_00 4 UnityEngine.Debug:LogWarning(Object) DarkTonic.MasterAudio.MasterAudio:LogWarning(String) (at Assets/Plugins/DarkTonic/MasterAudio/Scripts/Singleton/MasterAudio.cs:5093) DarkTonic.MasterAudio.MasterAudio:PlaySoundAtVolume(String, Single, Vector3, Nullable`1, Transform, String, Boolean, Single, Boolean, Boolean, Boolean, Boolean, Boolean) (at Assets/Plugins/DarkTonic/MasterAudio/Scripts/Singleton/MasterAudio.cs:1319) DarkTonic.MasterAudio.MasterAudio:PlaySound3DFollowTransformAndForget(String, Transform, Single, Nullable`1, Single, String) (at Assets/Plugins/DarkTonic/MasterAudio/Scripts/Singleton/MasterAudio.cs:1126) DarkTonic.MasterAudio.MechanimStateSounds:OnStateEnter(Animator, AnimatorStateInfo, Int32) (at Assets/Plugins/DarkTonic/MasterAudio/Scripts/Events/MechanimStateSounds.cs:22)
Doesn't make sense since I'm testing this from a single scene, without any scene change. The sound group is being triggered from an animation state using the Mechanim State Sound script. I see that the sounds included in the discrete dynamic sound group are being triggered, but not being populated to the Master Audio prefab, thus there is something missing there. Do I need to link this dynamic group somehow to the Master Audio prefab? Please help.
Using Unity 5.2.1p2, and last version of MA from the Unity Store
Thanks
Rodrigo
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Post by DarkTonic Dev on Nov 27, 2015 20:39:01 GMT
Are you using a Dynamic Sound Group Creator game object in your Scene or not? If you are, once the game object becomes enabled, it transfers its audio items over to the Master Audio game object immediately, at which point they can be played. If your Dynamic SGC hasn't transferred its audio items yet, you can not play them and you will get the warning above.
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Post by wagenheimer on Mar 1, 2016 18:04:01 GMT
When Did that happens?
I'm trying do play some songs on void Start() and it seems that the sound are not ready yet. I have do make it delayed.
I have the same problem with Event Sounds. They not became available when necessary, it takes more time.
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Post by DarkTonic Dev on Mar 1, 2016 18:44:12 GMT
If your song is in a DGSC, likely your script is running before the DGSC script. You could remedy this by altering the Script Execution Order. or....
Instead, fire a Custom Event from the DGSC when it is done creating items. Then play the song by using EventSounds to listen for that Custom Event.
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