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Post by DarkTonic Dev on May 5, 2020 3:24:02 GMT
V 4.3.0 changelog: - Added support for experimental Fast Play Mode in Unity 2019.3 - it works by default it you turn on Fast Play Mode on the Unity menu as shown on this page: blogs.unity3d.com/2019/11/05/enter-play-mode-faster-in-unity-2019-3/
- Fixed bug where Persistent Playlist Volume wouldn't work properly with persistent Master Audio game objects.
- Moved Show Welcome Window preference to scriptable asset so it's only for current project, not all.
- Added Min Distance field to Ambient Sound so you can adjust that, which also affects the low slider value of Max Distance.
- Added namespaces to all example and editor scripts so they don't show up in Intelli-sense.
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Post by DarkTonic Dev on May 10, 2020 7:14:29 GMT
V 4.3.1 changelog: - Fixed link to docs website on Welcome window.
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Post by DarkTonic Dev on Oct 1, 2020 2:05:49 GMT
V 4.3.2 changelog, huge release! - Breaking Change: Removed "Stop Oldest" checkbox for the Bus. Instead there is a "Voices Exceeded Behavior" dropdown there to choose "Do Not Play New Sound" or "Stop Oldest Sound". This dropdown appears when you set a voice limit for the Bus. If you had previously set "Stop Oldest" checkbox, you will need to select "Stop Oldest Sound" from the dropdown now to get it to work the same as before.
- Breaking change: FadeOutNow method on SoundGroupVariation is renamed to FadeOutNowAndStop, because it does stop at the end, always has. If your scripts call this, you will need to update your call to the new method name.
- Fixed bug: Single song playlist that loops with Preload Audio Data turned off would loop just the crossfade section endlessly.
- Fixed bug: Sound Groups limited by "Limit Polyphony" option can now find a Variation to play using Retrigger Percentage, if one exists that satisfies that.
- Fixed bug: Bus "stop oldest / farthest" sometimes stopped a voice and not end up playing a new one.
- Fixed bug: Bus "stop oldest / farthest" sometimes wouldn't play a new one when maxed out on voices.
- Fixed bug: Playing a voice with Retrigger Percentage would also stop the oldest voice when not necessary.
- Fixed bug: Bus voice limit requires an additional variation to exist for the group to play a new voice even when Bus Stop Voice Fade Time is 0 (i.e. you had to have 3 group voices with bus voice limit 2).
- Fixed bug: AudioScriptOrderManager was executing every time you press play. Now it only executes when you open Unity.
- Fixed bug: A a song that was fast-forwarded by code would then start that song next time in the fast-forwarded spot. Now goes back to zero.
- Made music unducking start instantly if the Variation that triggered the music ducking gets paused or stopped.
- Added help text to property drawers to let you know if Master Audio game object is not in the Scene.
- Added new option for Voices Exceeded Behavior for the Bus: Stop Farthest Sound. If you select that, the sound playing the furthest away from the Audio Listener will be stopped to play the new sound.
- Added new option for Voices Exceeded Behavior for the Bus: Stop Least Important Sound. If you select that, each Sound Group will have an Importance and Uninterruptible control. The Importance control you can see on the mixer if you turn it on with "Show Group Importance" and you can also see both on the Sound Group's Inspector. Importance and Uninterruptible work the same here as on Variations. If your bus is at max voices and you try to play a new sound, Master Audio will try and locate a sound that's not Uninterruptible and of lesser or equal Importance to stop. If it can't find one, the new sound won't play.
- Added "Group Play Rule" to Mixer section. Choices are "Always" (default), "When Actor In Audible Range", and "Allow Different Per Group". This is only visible if your Group Spatial Blend Rule is not "Force All to 2D" because the audible range part requires 3D Audio Sources to pull the Max Distance value from. If you choose "When Actor In Audible Range", the Sound Group will only play if the Actor is within audible range, based on the Max Distance of the Audio Source.
- Added a red error box if you haven't made a prefab out of the Master Audio prefabs. To tell you what to do so you don't get your settings overridden (make your own prefab).
- Added an overload to AddSongToPlaylist that takes a MusicSetting object, so you can use that with all the properties you want.
- Added StartPlaylistOnClip method to load a playlist and start playing a certain song.
- Added optional callback arguments to the Fade methods on SoundGroupVariation.
- Added "ClipLength" variable to Playmaker Custom Action "Playlist Controller Get Props".
- Adding a song to a Playlist via code now populates the default song metadata into the song.
- Added an option under Gapless Music Switching for "Auto-Reschedule". It will fix gapless even if you skip around in the track. It only works perfectly with pitch of 1 and sample rate of 48,000 or above. You can override your sample rate to 48,000 for it to work, and that even works on compressed files.
- Added 2 new events to Event Sounds script: Code-Triggered Event 1 & 2. These can be called from code or used in events in the Animation Window by entering the method name (ActivateCodeTriggeredEvent1, ActivateCodeTriggeredEvent2).
- Renamed "Show Range Gizmo" in Event Sounds to "Adjust Audio Range". Now only shows if you have a Sound Group selected to play.
- Changed "Bus Stop Oldest Fade Time" in Advanced Settings to "Bus Stop Voice Fade Time".
- Added Min Distance to range adjustment for Event Sounds, shown by toggling on "Adjust Audio Range".
- Added new controls for Dialog Sound Groups: Importance slider (0-10), which you can set importance for Variations. Only Variations of equal or higher importance than the current playing Variation can interrupt it.
- Added new controls for Dialog Sound Groups: Is Uninterruptible. Check this to hide the Importance slider and this Variation can never be interrupted by another.
- Added Video Player support for Master Audio. Video Players have their own special Sound Group created when you drag them into the Video Players section in Master Audio. Requires Unity 2019.3+.
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Post by DarkTonic Dev on Oct 4, 2020 7:35:37 GMT
V 2020.3.3 changelog: - Changed the major version number to the year.
- Fixed bug: Max Pos. Recalcs Per Frame setting in Advanced Settings for Ambient Sound didn't respect your setting.
- Added display of Active Ambient Sound Scripts at runtime under Ambient Sound Settings in Advanced Settings.
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Post by DarkTonic Dev on Oct 17, 2020 8:16:25 GMT
V 2020.3.4 changelog: - Fixed bug: changing bus doesn't automatically fix order when using Group By Bus.
- Fixed bug: changing the bus in Bulk Edit mode didn't work for more than 1 Group.
- Fixed bug: unducking no longer stopped at previous volume for Playlist Controller after previous version related ducking fix.
- Fixed bug: Addressables package broke its usage so code has been modified to work with the latest version.
- Added 'Clip id' optional field for Variations. This allows you to now use Variations in Dialog Groups so you don't have to create so many Dialog Group. You can give multiple Variations the same Clip id and it will choose one at random when you specify that Clip id as the VariationName to play. Clip id is searched first, and then the name of the Variation Game Object after that. You can still use the Clip id in non-Dialog groups as well if you like, but it's not really necessary.
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Post by DarkTonic Dev on Nov 14, 2020 0:18:47 GMT
V 2020.3.5 changelog: - Fixed 2D spatialize bug.
- Fixed bug with Dynamic SGC non-random sound "randomizer".
- Fixed bug: When using an existing bus from DSGC but you specified "new bus", it no longer deletes the Bus when you disable the DSGC.
- Removed unnecessary code in Silence / UnsilenceGroup methods in MasterAudio.cs
- Fixed Unity 2017.1 compile error with Spatializer.
- Removed Unity 5 support.
- Added asmdef files for Core GameKit and a separate one if you have both Core GameKit and Master Audio in your project, should you need them. Install the package from the Assets/Plugins/DarkTonic/CoreGameKit/AssemblyDefinitions folder.
- Added an option to *not* delete the Audio Source on the Audio Listener Game Object if you have one there you need. Master Audio creates one there for previewing in edit mode.
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Post by DarkTonic Dev on Dec 22, 2020 23:39:51 GMT
V 2020.3.6 changelog: - 2nd Fix for 2D spatialize bug, for Playlist Controller as well.
- Bug Fix: Adding more than 1 song at a time to a Playlist and immediately pressing play, they would vanish and not be saved.
- Fix: Having multiple of the same Dynamic Sound Group Creator would delete groups / playlists and other items and some of the DSGC's were still active, breaking sounds and causing errors.
- Relations Inspector now shows and finds Footstep Sounds - it was omitted by accident.
- Added Mixer Settings under Advanced Settings. There's a setting for Mixer Update Mode, and it's set to ignore time scale as default. You can change it to respect time scale. This setting is used when transitioning to snapshots through Master Audio.
- Added new checkbox "Disable 3D Sound" on Welcome Window which removes all Spatial Blend controls from the Inspectors. Everything will be 2D Audio Sources if you check this.
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Post by DarkTonic Dev on Mar 24, 2021 23:35:04 GMT
V 2020.3.7 changelog: - Fixed bug: Refactored log code in Master Audio that finds no voices to play returned only conditionally.
- Fixed bug: Allocation fixed for Addressable delayed cleanup.
- Fixed bug: Jukebox display would not select Resource File from a list of Resource files in the Playlist when it was playing. It always appeared blank.
- Fixed bug: Long Playlist names would not get truncated and mess up the Inspector.
- Fixed bug: Not-loaded Resource file played by name would cause endless loop.
- Fixed bug: Hitting Play with a Playlist Controller selected would cause an error when trying to display the Jukebox.
- Fixed bug: Telling additional synced layers of music would sometimes be off by fractions of a second. We now schedule the audio change slightly ahead which minimizes this greatly. Usually eliminates it.
- Fixed bug: Auto-advanced crossfade wouldn't work on WebGL when in background and frame rate goes to 1.
- Added "Jukebox Filter" dropdown up top in the Master Audio Inspector. The choices are "Display All" (default) and "Diplay Active" which only shows Playlist Controllers that are playing songs.
- Added a new checkbox on Welcome Window to enable Video player feature. Now turned off by default. Enable it if you want the Video Players feature and have Video package installed from Package Manager.
- Added a gear icon in each Jukebox to select the Playlist Controller in Project View for editing.
- Added "Sort Alpha" button for the Playlists section.
- Added "Playlist Text Filter" to filter out Playlists whose name doesn't match.
- Added "Pause Audio Listener" and "Unpause Audio Listener" to Global Control under Event Sounds.
- Added "Ignore Listener Pause" checkbox (defaults to unchecked) to Playlist Controllers and Sound Groups. They will play if checked even if the Audio Listener is paused. The rest will not.
- Added CurrentFadeStatus property to PlaylistController, to tell you the current fading status of a FadeToVolume, if one is running (FadingIn, FadingOut, NotFading).
- Change to Singleton Scriptable for obscure "load all resources" code in other plugins.
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Post by DarkTonic Dev on May 6, 2021 16:49:43 GMT
V 2020.3.8 changelog: - Fixed a bunch of unintentional allocations for zero Garbage Collection.
- Fixed Bus Solo logic, it was adding the same Bus without checking if it was in the list. Could result in weird behavior.
- Fixed Bug: Warming Group would not disable after the warming play if it's a normal Audio Clip and not Addressables / Resource.
- Fixed Bug: duplicate named Ambient Sound game objects would sometimes delete 1 or more of the followers and Ambient Sound script wouldn't work as a result.
- Moved all Master Audio custom actions for Playmaker into the Master Audio category.
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Post by DarkTonic Dev on Feb 11, 2022 16:21:48 GMT
Master Audio 2022 is released! It's a major version, paid upgrade. Don't worry, it's only a $20 upgrade so grab it now here: assetstore.unity.com/packages/tools/audio/master-audio-2022-aaa-sound-212962. Major features include the ability to loop a section of a song and multiplayer functionality previously only included in the Master Audio Multiplayer plugin. -V 1.0 - Fixed bug where Variations were not found because of name containing "Clone" for Variations with Weight > 1.
- Fixed bug in Unity 2021 where domain not reloading settings broke outside the editor.
- Fixed bug with calculation of "is too far away to play" Audio.
- Fixed bug where Group Polyphony Limit didn't work properly on certain settings.
- Fixed bug where after a Variation fade, changing the Master Mixer Volume would set the volume to a percentage of the original pre-fade volume.
- Fixed bug: Sound Group Organizer didn't copy Voices field.
- Fixed bug: Turning on both "Use Closest Collider Position" and "Follow Caller" for Ambient Sound would make the collider positioning not work.
- Fixed bug: Warming sound, if Resource File, would not disable itself after playing during warm up.
- Fixed bug: Previewing in edit mode would randomly stop working after 1 minute of inactivity.
- Fixed bug: Sound Group Organizer didn't copy any Variations past the first.
- Fixed bug: Occlusion would stop raycasting if occluded for more than a couple seconds. Couldn't restore non-occluded sound.
- Fixed allocations in Chained Loop code.
- Fixed warning with Multiplayer Mirror integration.
- Fixed bug with StreamAssets and Bulk Audio Importer (crash).
- Fixed bug where EventSounds OnEnable event wouldn't play a sound on first frame.
- Fixed bug where SongEnded event would no longer fire on PlaylistController.
- Fixed obscure bug with unpause on PlaylistController causing the music to stop.
- Fixed bug in Unity 2021 where Bulk Audio Importer spammed errors on scanning.
- Fixed bug in EventSounds where Playlist events wouldn't play during OnEnable. Now they play during "Start" instead if so configured, since PlaylistController is ready by then.
- Fixed bug where Playmaker Custom Actions would spam the Console when editor stopped or Scene unloaded sometimes.
- Fixed asmdef files package so that they only work in the editor.
- Added integration with all Opsive plugins!
- Changed Voices / Weight label to have a slash instead of parentheses. Clearer purpose.
- Changed "Song Start Time Mode" on songs in a Playlist to "Begin Song Time Mode".
- Added "Multiplayer Capability" checkbox to the Welcome Window, off by default. Check the box to get multiplayer versions of Event Sounds, and the MechanimState scripts.
- Added new asmdef packages for users using Addressables and asmdefs. The existing ones didn't compile if you turned on Addressable support.
- Added ability to specify a Custom Event to fire at the end of fades/pitch glides in Event Sounds for: Pitch Glide in "Play Sound", Sound Group Fade To Volume, Sound Group Glide By Pitch, Bus Fade To Volume, Bus Glide By Pitch.
- Added missing "Use Clip Age Priority" checkbox to Dynamic Sound Groups.
- Added "Section" option for "Begin Song Time Mode" for Songs in Playlist Controller. This allows you to set a loopable section of a song. You set the start and end time in seconds.
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Post by DarkTonic Dev on Feb 18, 2022 23:42:22 GMT
-V 1.0.1 Changelog: - Fixed export problem with MasterAudioReferenceHolder.cs
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Post by DarkTonic Dev on May 22, 2022 2:16:03 GMT
Flash sale on Master Audio 2022 is today! Currently at $20 which is the current upgrade price as well. Great way to get additional licenses or if you don't already own it. Don't miss out!
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Post by DarkTonic Dev on May 23, 2022 21:47:20 GMT
V 1.0.2 changelog: - Added Playmaker Custom Action MasterAudioFadeSoundGroupOfTransform.
- Added Multiplayer integration with FishNet.
- Fixed previewing so it works in newer versions of Unity despite the PlayOneShot Unity bug.
- Fixed Sound Group Inspector so during runtime, moving the Group Master Volume slider adjusts the volume of any playing Variations in the Group.
- Fixed "All Groups" checkbox functionality for Event Sounds.
- Fixed bugs in Mirror Multiplayer package. Some sounds were playing twice. Others not firing sometimes.
- Fixed occasional wrong lookup of briefly named (clone) variations.
- Reverted AsmDef packages, they must be ""all platform" or the Inspectors don't show in Unity.
- Added Fade Sound Group Of Transform To Volume to Event Sounds.
- All links to documentation website and API website are now HTTPS in case your browser doesn't auto-redirect.
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Post by DarkTonic Dev on Dec 9, 2022 22:43:03 GMT
Version 1.0.3 changelog: - Fixed CreateGroupVariationFromClip method so it adds the new Variation to the Group's list for programmatic access.
- Fixed bug where GlideSoundGroupByPitch wasn't working.
- Fixed bug where Sound Groups would not keep their mute status when muted by the Mixer Mute button.
- Fixed bug where Sound Groups wouldn't mute themselves on startup when Mixer Mute was on.
- Fixed bug where on Mirror sometimes sounds would be hear twice on the host if also a client.
- Fixed bug where newly created Playlist Controllers would be destroyed when entering play mode after a compile if Enter Play Mode Options was checked.
- Fixed bug where PlaylistEnded delegate for Playlist Controller didn't always get executed.
- Fixed compile errors in Bulk Audio Importer for Unity 2022.2.
- Caching AudioSettings.dspTime for less bugs with scheduling songs.
- Added Playmaker action: Master Audio Fade Out Sound Group Of Transform
- Added checkbox to EventSounds when firing a Custom Event, you can disable the logging of duplicate firing per frame.
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Post by DarkTonic Dev on Feb 22, 2023 21:21:55 GMT
V 1.0.4 is released! Changelog: - Added ability to duck Buses from a sound. Section renamed from "Music Ducking" to "Audio Ducking".
- Added preview button at runtime for each sound in Music Ducking.
- Added "Duck Mode" dropdown to each sound in Music Ducking. Choices are "Music" (default), "Buses" and "Both". If you choose Buses or Both, Buses will also be ducked when the chosen sound is played, except the bus the sound is on (if any). Any other separate change in Bus volume or fade started will abort the ducking of the Bus.
- Changed visual for Duck Groups to be vertical, can't fit the controls horizontally anymore.
- Added check for Duck Groups called "Use Distance Ratio (%)", which defaults to off. If you check it, it will calculate the percentage of the actor's distance away from Listener compared to the Max Distance, and use a percentage of the specified Duck Volume Cut instead of the whole one. In other words, a further away sound will duck less than a closer one.
- Fixed ability of Addressables to start as the first song when song name is specified.
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