mzsd
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Posts: 10
Posts: 10
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Post by mzsd on Jun 12, 2016 4:11:29 GMT
Hello! I want to understand what could be a best way in MA to centrally manage a lot of complex sounds. By complex (layered) sounds I mean an event which is triggering several sound groups simultaneously. For example for destructions or weapons. I just started to read the manual and so far found this solution: - create a hierarchy of objects - each single object it is your event - each object contains one Event sound - event sound contains several actions which are playing various sound groups simultaneously i.imgur.com/bmeMaf2.jpg?1Then my programmer is giving each object neccessary coordinates (to place objects at the right place in the scene). I mean weapon object on weapon model, destruction object on the place where destruction is hapenning, etc. And thus I have some sort of centralized manager for all complex sounds in the project. Also the big question here - what is the best way to store this hierarchy across the entire project?
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Post by DarkTonic Dev on Jun 12, 2016 5:08:50 GMT
Normally we place EventSounds components on the prefabs themselves, such as on a Weapon prefab. When it is spawned / instantiated, it will have EventSounds on it already and can play sounds during the chosen event(s). I'm not sure why you would want to put those EventSounds components in a separate place. That just puts the burden of writing code to move them to the correct place. You shouldn't need a programmer to use EventSounds script. I've never seen it done this way, but if you want to, ok. If you want to store this across the entire project, make a prefab out of it and either make it "not destroy" when Scenes change or put it in every scene. Other things you will want to check out. 1) Custom Events. You can fire a Custom Event and any number of EventSounds components in the Scene can listen for that event and respond with audio. This takes no coding if you fire the Custom Event from EventSounds, otherwise it's a single line of code to fire the event. Custom Events are created in the bottom section of the Master Audio game object. Here's a link for the documentation for Custom Events: dl.dropboxusercontent.com/u/40293802/DarkTonic/MA_OnlineDocs/CustomEvents.htm2) Linked Group Mode. It's a setting in each Sound Group. You can specify that when Sound Group X is played, also play Sound Group W, Y and Z. Or whatever you like. Read "Linked Group Mode" on this page about 2/3 of the way down: dl.dropboxusercontent.com/u/40293802/DarkTonic/MA_OnlineDocs/SoundGroups.htm
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mzsd
New Member
Posts: 10
Posts: 10
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Post by mzsd on Jun 12, 2016 6:43:54 GMT
Thanks for the answer!
The idea behind separate hierarchy it is the possibility to keep everything in one place. Just imagine, if I will have literally 100 different weapon models and each weapon for firing sound will play several sound groups simultaneously.
To manage such amount of sounds you have to have a pipeline and strategy. For example let's say I want to add to 50 models a new additional layer (action). If all these Event sounds will be in different places it will be just a mess and impossible to do.
And thus the idea with Linked Group Mode is not suitable here because it is very non-informative, just the name of a sound group.
About custom events, I did not undestand how I can use them here. I want MA to respond to single game event with several sound groups playing at once. I can launch several sound groups with Event Sound. Why should I use here a mediator?
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Post by DarkTonic Dev on Jun 12, 2016 17:17:05 GMT
Yes if you only need to play several Sound Groups at once which should be following or plaing from the location of the same game object, then no need to use Custom Events. If they would be coming from different game objects, then it will help you.
You would only use Linked Groups if you *always* want other sounds to play when Group X plays. Just so you don't have to repeatedly set that up in many EventSounds components.
Also I didn't mention, you can use the "Find Group" magnifying glass icon in the Master Audio mixer row to locate all EventSounds that play that Sound Group. This helps so we didn't need to make a single hierarchy with all EventSounds because we have that location strategy.
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