davoodoochief
New Member
Posts: 14
Creating Indie game in Unity3D www.sorcerygames.com and I regularly blog at http://sorcerygames.blog
Posts: 14
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Post by davoodoochief on May 24, 2016 7:36:25 GMT
Hi DT Dev,
I am interested in getting some input on what you feel would be the best way for me to set up my audio for my game. So far I have sound effects working fine and also now the Music is great.
This now brings me to my latest Audio issue.
I want to Play Quest spoken Audio in my RPG. However I would like it to stream as memory requirements will be daunting without it. Also I would like to keep my Music playing in the background if possible.
I am thinking I will require two Playlists and one will be the Music, and the other the Quest Audio.
Is this the best way for me to make this work? Or do you perhaps have another, or even several suggestions.
Thanks you, Da Voodoochief
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Post by DarkTonic Dev on May 24, 2016 15:51:10 GMT
What's the reason you want to use a Playlist for the spoken audio? The only ducking in Master Audio is triggered by sound effects, so hopefully you would set them up as a Sound Group and be able to use our ducking feature as normal. Same advise as I give about dialog: one Sound Group per character, in "Dialog mode" (only 1 voice can play at a time). I would treat your narrator as a character just the same.
Usually I advise on using Resource files or setting Preload Audio Data to false instead of streaming, since you really can only stream one track at a time without sometimes serious performance implications. The only time this isn't better is with fairly long audio clips (> 1 minute).
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davoodoochief
New Member
Posts: 14
Creating Indie game in Unity3D www.sorcerygames.com and I regularly blog at http://sorcerygames.blog
Posts: 14
|
Post by davoodoochief on May 24, 2016 16:09:57 GMT
Hmm, interesting. I did not realize I could not Duck one Song with another (something I as about to look into, so you saved me time there).
I will only have one Dialogue track going at a time (or its a bug! haha). So using a SFX is fine. It is just that some of my characters have a lot of Dialogue so I did not want to preload the whole lot. Also I have several of these talking characters in a scene, so when I go to that scene I do not want the game to preload all that audio as it simply would be huge.
I load everything but the fixed scene graphics from a resources directory so far, but I am not familiar with the Preload Audio Data flag you mention. Time to go read up on that one.
Thanks Da Voodoochief
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Post by DarkTonic Dev on May 24, 2016 17:26:26 GMT
Yeah that flag is on Audio clips themselves, in project view. Works the same as Resource files except that it doesn't need to be in a resources folder. Usually the way to go unless you need localization. And it only exists for unity 5.
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davoodoochief
New Member
Posts: 14
Creating Indie game in Unity3D www.sorcerygames.com and I regularly blog at http://sorcerygames.blog
Posts: 14
|
Post by davoodoochief on May 24, 2016 18:08:13 GMT
That is really useful info mate.
Thanks again for helping move through this learning cycle.
Da Voodoochief
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Post by DarkTonic Dev on May 24, 2016 20:04:03 GMT
No problem.
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