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Post by Stranger on Aug 12, 2014 7:12:59 GMT
Hi, I am considering buying this plugin, it looks awesome, but I wanted to be sure if it will suit my game. The majority of comments on the asset store and forums are touching the 2D part or at least is not obvious to me that in 3D it will be no different. Thing is that I need some sounds to be on the camera or player, and other sounds will be on the AI, or on the explosions that are happening from a rocket which exploded far from the camera. So, in short I want to know if having some of the sounds "on me" and other "far from me" I am able to use Master Audio to achieve my goals. About the game: Battle Racing, so I have cars, weapons, explosions... Thank you!
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Post by DarkTonic Dev on Aug 12, 2014 7:41:14 GMT
Master Audio works even better on 3D than it does on 2D. You will be using the distance settings and not just 2D sounds, so the volume of sounds that are far away will of course sound quieter. Let me know if you have any other questions.
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Post by Stranger on Aug 13, 2014 6:04:06 GMT
Thank you for the prompt answer. What about the stereo effect, lets say there was an explosion 50m ahead of us, and 20m to the right. As I understand, the sounds are all on camera, or on the object that is following camera, so do I have to simulate the stereo (sound to the right) effect by myself? In other words, I will calculate the z and x component of the position of the sound and apply that in Master Audio? What about the sound of a projectile that is fly passing us, do I have to keep checking its position and modify the sound accordingly every frame? Doesn't it affect performance?, instead of just placing the audio source on the object. Thank you!
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Post by DarkTonic Dev on Aug 13, 2014 6:15:12 GMT
You won't need to write any code for that. You don't calculate positions of sounds, you just tell Master Audio to play a sound to follow a certain object, and it will, which is a CoRoutine that updates position every 0.1 seconds currently (that is lighter on performance than "Update" and is optionally run only when you need to "follow"). Even though all the Audio Sources are in the same large prefab, their positions update.
I am investigating placing the Audio Sources onto the actual objects so we can get rid of the CoRoutine, it may be possible. You also can trigger 2d sounds, and you can trigger sounds from the position of another object, but not follow it around.
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Post by Stranger on Aug 13, 2014 7:02:12 GMT
Thank you once again for the quick reply, I am trying not to use CoRoutines as it doesn't play nice when I put the game in pause mode, do you have something figured out for that? By pause I mean setting up the time accelerating coefficient to 0.
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Post by DarkTonic Dev on Aug 13, 2014 7:32:53 GMT
Yes, we have an option to make Master Audio CoRoutines use code that works with zero time scale. You can turn that on if you need it. It has a slight performance cost but it works. Defaults to off.
By the way, I investigated the alternative to "follow code" and it's a no go. It won't work with pooled objects that disable instead of destroy. And almost everyone using pooling plugins if they know what's good for them (so do we).
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Post by Stranger on Aug 13, 2014 11:53:41 GMT
Looks like is what I need. Thank you!
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Post by DarkTonic Dev on Aug 13, 2014 16:13:11 GMT
No problem.
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