Post by artaka on Jun 19, 2014 17:39:32 GMT
Hey Brian,
Recently I came across the issue below after I got the latest on MasterAudio.
There is no Master Audio prefab in this Scene. Subsequent method calls will fail.
UnityEngine.Debug:LogError(Object)
MasterAudio:get_Instance() (at Assets/DarkTonic/MasterAudio/Scripts/Singleton/MasterAudio.cs:4460)
MasterAudio:get_GroupBuses() (at Assets/DarkTonic/MasterAudio/Scripts/Singleton/MasterAudio.cs:4406)
MasterAudioGroup:get_BusForGroup() (at Assets/DarkTonic/MasterAudio/Scripts/Settings/MasterAudioGroup.cs:108)
MasterAudioGroup:RemoveActiveAudioSourceId(Int32) (at Assets/DarkTonic/MasterAudio/Scripts/Settings/MasterAudioGroup.cs:94)
SoundGroupVariation:Stop(Boolean) (at Assets/DarkTonic/MasterAudio/Scripts/Settings/SoundGroupVariation.cs:324)
SoundGroupVariation:StopSoundEarly() (at Assets/DarkTonic/MasterAudio/Scripts/Settings/SoundGroupVariation.cs:152)
SoundGroupVariation:OnDestroy() (at Assets/DarkTonic/MasterAudio/Scripts/Settings/SoundGroupVariation.cs:137)
NullReferenceException: Object reference not set to an instance of an object
MasterAudio.get_GroupBuses () (at Assets/DarkTonic/MasterAudio/Scripts/Singleton/MasterAudio.cs:4406)
MasterAudioGroup.get_BusForGroup () (at Assets/DarkTonic/MasterAudio/Scripts/Settings/MasterAudioGroup.cs:108)
MasterAudioGroup.RemoveActiveAudioSourceId (Int32 _varInstanceId) (at Assets/DarkTonic/MasterAudio/Scripts/Settings/MasterAudioGroup.cs:94)
SoundGroupVariation.Stop (Boolean stopEndDetection) (at Assets/DarkTonic/MasterAudio/Scripts/Settings/SoundGroupVariation.cs:324)
SoundGroupVariation.StopSoundEarly () (at Assets/DarkTonic/MasterAudio/Scripts/Settings/SoundGroupVariation.cs:152)
SoundGroupVariation.OnDestroy () (at Assets/DarkTonic/MasterAudio/Scripts/Settings/SoundGroupVariation.cs:137)
It's happens when I load a new scene where I do not preserve any gameobjects from the previous scene. The moment the new scene is loaded, those are the two errors I get. Do I have to manually clear or destroy MasterAudio before the new scene loads?
Thanks
Recently I came across the issue below after I got the latest on MasterAudio.
There is no Master Audio prefab in this Scene. Subsequent method calls will fail.
UnityEngine.Debug:LogError(Object)
MasterAudio:get_Instance() (at Assets/DarkTonic/MasterAudio/Scripts/Singleton/MasterAudio.cs:4460)
MasterAudio:get_GroupBuses() (at Assets/DarkTonic/MasterAudio/Scripts/Singleton/MasterAudio.cs:4406)
MasterAudioGroup:get_BusForGroup() (at Assets/DarkTonic/MasterAudio/Scripts/Settings/MasterAudioGroup.cs:108)
MasterAudioGroup:RemoveActiveAudioSourceId(Int32) (at Assets/DarkTonic/MasterAudio/Scripts/Settings/MasterAudioGroup.cs:94)
SoundGroupVariation:Stop(Boolean) (at Assets/DarkTonic/MasterAudio/Scripts/Settings/SoundGroupVariation.cs:324)
SoundGroupVariation:StopSoundEarly() (at Assets/DarkTonic/MasterAudio/Scripts/Settings/SoundGroupVariation.cs:152)
SoundGroupVariation:OnDestroy() (at Assets/DarkTonic/MasterAudio/Scripts/Settings/SoundGroupVariation.cs:137)
NullReferenceException: Object reference not set to an instance of an object
MasterAudio.get_GroupBuses () (at Assets/DarkTonic/MasterAudio/Scripts/Singleton/MasterAudio.cs:4406)
MasterAudioGroup.get_BusForGroup () (at Assets/DarkTonic/MasterAudio/Scripts/Settings/MasterAudioGroup.cs:108)
MasterAudioGroup.RemoveActiveAudioSourceId (Int32 _varInstanceId) (at Assets/DarkTonic/MasterAudio/Scripts/Settings/MasterAudioGroup.cs:94)
SoundGroupVariation.Stop (Boolean stopEndDetection) (at Assets/DarkTonic/MasterAudio/Scripts/Settings/SoundGroupVariation.cs:324)
SoundGroupVariation.StopSoundEarly () (at Assets/DarkTonic/MasterAudio/Scripts/Settings/SoundGroupVariation.cs:152)
SoundGroupVariation.OnDestroy () (at Assets/DarkTonic/MasterAudio/Scripts/Settings/SoundGroupVariation.cs:137)
It's happens when I load a new scene where I do not preserve any gameobjects from the previous scene. The moment the new scene is loaded, those are the two errors I get. Do I have to manually clear or destroy MasterAudio before the new scene loads?
Thanks