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Post by thinhaion on Jan 17, 2016 16:34:56 GMT
Hi! I have a question related to Master Audio: - I'm working on a game like Mario. I use method:MasterAudio.PlaySoundAndForget("soundOfCoin") to make the sound. When my character hit continuously 5 coins, there are 2 pieces of sound, but in fact, i want it to be 5 pieces of sound. I tried to use some other methods of Master audio but it doesn't work. - In addition, when i use unity method: AudioSource.PlayClipAtPoint(clip, transform.position, 1f), it work well.So, Can you help me with this problem using Master Audio. Thanks in advance!
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Post by DarkTonic Dev on Jan 17, 2016 19:16:47 GMT
Same solution as this thread: darktonic.freeforums.net/thread/392/play-sound-group-multiple-prefabsChange the voices / weight field to 5 or whatever max you want. Master Audio tightly limits all voices to 1 by default, meaning only one of a sound effect can be played per Variation. This is necessary to maintain the controls we have in place. You just have to remember to change that value to whatever you want the max to be for each Sound Group, per Variation. This question gets asked about twice a month. I don't think there's any way to make it clearer though. The videos and help website explain this as well.
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Post by thinhaion on Jan 18, 2016 4:54:09 GMT
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Post by DarkTonic Dev on Jan 18, 2016 17:03:44 GMT
It sounds like you want a smaller weight (probably just 1) with Retrigger Percentage set lower (maybe 60%) so each hit can be "interrupted" mid-play with a new play. Then you'd only hear the ending part of the sound if you don't get another coin real quick.
Hope that helps!
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Post by thinhaion on Jan 19, 2016 2:35:09 GMT
Yes, it's exactly what i want. I changed Retrigger Percentage value from 50 to 15 and I solved my problem. Thank you so much.
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Post by DarkTonic Dev on Jan 19, 2016 18:42:41 GMT
No problem.
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