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Post by tgraupmann on May 10, 2016 17:54:06 GMT
Is there a guide for running on Android? I'm using Unity 5.3.4 and running into missing issues.
I see other reviews that Master Audio is compatible. So maybe I need a custom define or something?
Thanks!
Master Audio:
Assets\DarkTonic\MasterAudio\Scripts\Settings\SoundGroupVariation.cs
private bool ShouldLoadAsync {
get {
#if UNITY_ANDROID && !UNITY_EDITOR
return false;
#else
if (MasterAudio.Instance.ResourceClipsAllLoadAsync) {
return true;
}
return ParentGroup.resourceClipsAllLoadAsync;
#endif
}
}
private void OnDrawGizmos() {
#if UNITY_ANDROID && !UNITY_EDITOR
#else
if (MasterAudio.Instance.ShowGizmos && IsPlaying) {
Gizmos.DrawIcon(transform.position, MasterAudio.GizmoFileName, true);
}
#endif
}
public void Pause() {
#if UNITY_ANDROID && !UNITY_EDITOR
#else
if (audLocation == MasterAudio.AudioLocation.ResourceFile && !MasterAudio.Instance.ResourceClipsPauseDoNotUnload) {
Stop();
return;
}
#endif
#if UNITY_ANDROID && !UNITY_EDITOR
#else
if (_maThisFrame.StopZeroVolumeVariations) {
GrpVariation.Stop();
}
#endif
Before I add any more platform checks, there's probably a guide...
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Post by DarkTonic Dev on May 10, 2016 19:20:22 GMT
No it was missed. Please email support@darktonic.com with your invoice for the fixed version.
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