praaug
New Member
Posts: 9
Posts: 9
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Post by praaug on Jul 7, 2016 11:13:08 GMT
hey there, another Problem occurred. We have a Atmospheric loop for every Level in our game that should, as the name suggests, loop until the level changes. This works fine except for the event when the sound finished and start from the beginning again. Then there is a little dropout. In other words, you can hear when the sound is looping. Is there a way to cross-fade a looping sound? Currently I have all AtmoLoops in one Playlist and at the start of the Level I play the right one with PC.TriggerPlaylistClip("clip"). Do I have to make a Playlist for every Level and put the Loop in there twice and turn on, loopPlaylist or is there a way to accomplish that with just one playlist? I'm not sure, if this is an Unity thing or a MA thing. Because I saw that you just turn on Looping on the AudioSource. But when you change the playlist Clip it cross-fades right. I hope the explanation was clear. If not, just ask Fabian
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Post by DarkTonic Dev on Jul 7, 2016 19:13:06 GMT
It's not a Unity thing or a Master Audio thing. You just don't have a seamless looping clip. You will probably need to either edit the clip or export it properly for seamless looping from your DAW.
There's no way to set up crossfading for a sound effect unless you want to use Chained Loop mode on a Sound Group.
Yes or you can put in a playlist, but you must turn off looping for the song or it will never auto-advance to the next (same) song and will therefore not do any crossfading.
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praaug
New Member
Posts: 9
Posts: 9
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Post by praaug on Jul 8, 2016 8:59:08 GMT
Ok, thanks for the reply. I will forward it to our audio dev.
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Post by DarkTonic Dev on Jul 8, 2016 16:03:03 GMT
Sounds good.
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