hunter
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Posts: 3
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Post by hunter on Jun 27, 2016 23:44:17 GMT
I was hoping someone might be able to point me in the right direction on an issue I've been having.
I have a small game built - 2 scenes - and everything plays through fine the first time. But then, once the player reaches the end and restarts, there's 1 sound effect and 1 music track that just won't play. (or rather, they may be playing, but very slowly and at a very low volume for some reason).
I've ran into this a few times before in this project, and was able to fix it by dragging the audio clips into their respective groups again and deleting the originals. But, for whatever reason, that fix doesn't seem to be working for these 2 clips. I'm using Unity 5.3.4, Master Audio, and Playmaker.
I've searched online and haven't been able to find any solutions. Any advice would be hugely appreciated!
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Post by DarkTonic Dev on Jun 28, 2016 0:20:39 GMT
I'd check the actual volume on the Audio Source for the particular sound effect while it's playing. If it is lower the 2nd play through then either your Group, Bus or Master Mixer volume have changed since those are used for the Audio Source volume calculation.
If it is the same volume number and still quieter, then the problem is either a Unity Mixer channel volume (if you are using them) or if 3d sound then the distance from Listener may have changed.
Re: the pitch, check the pitch of the same Audio Source during the 1st and 2nd play throughs and see if it's different. If not, check the pitch of the Unity Mixer Group and see if that was changed.
Let me know what you find if you don't figure it all out.
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hunter
New Member
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Posts: 3
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Post by hunter on Jun 28, 2016 13:43:22 GMT
Thanks for your quick response! I don't have a solution yet, but I do have a little more information that may help. I looked at the Group, Bus, and Master Mix busses and couldn't find anything to explain it. Though I have attached a couple screenshots in case I'm missing something! After some additional testing, it seems that the problem only occurs if the player resets AFTER they have progressed to the second scene. If they reset during the first scene, everything works fine. But if they get to the second scene and then reset, this issue occurs. Is there maybe a step I'm missing to make Master Audio play nice when returning to an already run scene? I also noticed that the audio clips themselves are playing, but very very slowly. In the screenshot below for my landmine SFX, you can see that I captured all 4 instances in-progress. This would typically be impossible, as they only run 2-4 seconds each. But after the reset, they take something like 30-60 sec to play, and they are very quiet when they do. Again, any help would be hugely appreciated!
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hunter
New Member
Posts: 3
Posts: 3
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Post by hunter on Jun 28, 2016 16:42:12 GMT
I did some additional testing with the way the sounds were being attached in 3D space, and it looks like that has fixed the problem! I still can't figure out why those two tracks in particular were playing at like 10% speed, but whatever the cause, they are now playing at normal speed and things seem to be in good shape.
Thanks for your help!
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Post by DarkTonic Dev on Jun 28, 2016 19:54:04 GMT
Ok, very weird. I couldn't tell you how to slow down the audio to 10% unless you use the Unity Mixer Group pitch thing. Glad it's resolved!
May be some kind of Doppler effect thing.
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