mzsd
New Member
Posts: 10
Posts: 10
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Post by mzsd on May 16, 2016 4:38:33 GMT
I have a question about Master Audio capabilities for large projects with big amount of sound files and accordingly groups (in MA terminology). I want to understand is it possible to create complex and layered structure of groups inside MA which I can use as a general single system for an entire game (not separate instances per scenes which is impossible for big projects). For example if I have dozens of weapons, visual FX, UI elements, characters, vehicles, etc. Can I create folders inside MA and organize all MA groups in these folders and use them across any scenes? Instead of keeping them in the root MA directory as it is described in tutorial videos? And second question about events in MA. In manual there is a description of event sounds and custom events which is confusing. As far as I understand event sounds it is an analogy of events in WWise or Fmod? If yes can I use them in the same way? For example: - attach several MA groups for them
- use them across scenes
- group them in categories (because I will have hundreds of them)
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Post by DarkTonic Dev on May 16, 2016 19:29:08 GMT
The structure of Sound Groups under the Master Audio game object cannot have folders, if that's what you mean. As far as what folders in Project View you want to put your audio in, that's entirely up to you and doesn't matter at all from Master Audio's perspective. To help with large amount of Sound Groups, use the Bus filter and/or Sound Group filter to limit the display on the mixer to what you want to see.
Generally, big projects will persist a Master Audio game object containing only the SFX that are shared between all (or many) Scenes, and use Dynamic Sound Group Creator game objects to populate the other Scenes with temporary per-Scene SFX.
Custom Events: I don't have any knowledge of WWise or FMod, but they have no categories here. They only exist in the Master Audio game object, so if you are using the same MA on multiple Scenes, they will persist across Scenes with it. The purpose of the Custom Event is to trigger multiple audio events from a single click (in the Inspector at runtime for testing), single line of code, or single firing from EventSounds component.
I can see where categories might be useful, I will add that to the backlog.
Let me know if I haven't answered your questions fully. -Brian
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mzsd
New Member
Posts: 10
Posts: 10
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Post by mzsd on May 21, 2016 3:43:01 GMT
Thank you for your answer Brian.
It's is a pity that MA cannot support some sort of categorization for groups. Because for example if I will have hundreds and hundreds of various events like weapons, characters, physics, it will be just impossible to control them without any order and classification. And simple group filter cannot help here.
But anyway, thanks for your explicit answer.
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Post by DarkTonic Dev on May 21, 2016 5:24:29 GMT
We use buses for classification. There is an item on the backlog to make Buses actual sub-game objects in the Hierarchy, and if we finish that item later, that would help a little more I think. But do keep in mind that you can filter by bus (only show Ambient sounds for instance). That definitely will be helpful for you. You can also group by bus in the mixer view (it's the default), so that sounds assigned to the same bus (ambient / enemy / etc) appear all together. It's optional to create buses, but I think it's almost always necessary for organizational purposes.
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