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Post by Seymour on Aug 20, 2014 11:04:40 GMT
Hi, I'm using MasterAudio Clip Manager to scan my project and don't find any sound file, obviously i have a folder inside the project with all the files...help please? Thanks!!!!
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Post by DarkTonic Dev on Aug 20, 2014 16:20:10 GMT
What folder are your files in? The clip manager has always worked for me.
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Post by Seymour on Aug 22, 2014 8:57:47 GMT
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Post by DarkTonic Dev on Aug 22, 2014 22:27:38 GMT
Ok, try putting them in StandardAssets folder and let me know if that works.
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cuzer
New Member
Posts: 31
Posts: 31
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Post by cuzer on Feb 26, 2015 14:06:28 GMT
I have a similar problem: The project used to scan audio fine and without problem, then I replaced the waves with aiff files, now it doesn't show the files. I work with aiff because I develop for iOS. What might be the problem?
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Post by DarkTonic Dev on Feb 27, 2015 0:51:56 GMT
Wow, I didn't even know about that file format. We were only searching for .wav, .mp3 and .ogg files. We developer for iOS too and also use .wav (SFX) and mp3 (music) only. Anyway, change the following in MasterAudioClipManager.cs to fix it, starting at line 720.
if (!aPath.EndsWith(".wav", StringComparison.InvariantCultureIgnoreCase) && !aPath.EndsWith(".mp3", StringComparison.InvariantCultureIgnoreCase) && !aPath.EndsWith(".ogg", StringComparison.InvariantCultureIgnoreCase) && !aPath.EndsWith(".aiff", StringComparison.InvariantCultureIgnoreCase)) {
continue; }
This will be in the next update. However, the Clip Manager goes away with Unity 5, due to Unity closing off these API's.
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cuzer
New Member
Posts: 31
Posts: 31
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Post by cuzer on Mar 6, 2015 16:39:10 GMT
i will try it let you know, thanks.
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Post by DarkTonic Dev on Mar 6, 2015 16:41:57 GMT
No problem.
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cuzer
New Member
Posts: 31
Posts: 31
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Post by cuzer on Mar 22, 2015 9:59:16 GMT
I tried but it doesn't seem to help. Not a big problem after U5 I guess.
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Post by DarkTonic Dev on Mar 22, 2015 17:46:05 GMT
It worked for me, I put a file of that extension in my project. However if you're using Unity5 there is no Clip Manager. Are you seeing one?
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Post by AlexP on Mar 30, 2015 11:28:02 GMT
Hi,
I'm getting:
InvalidCastException: Cannot cast from source type to destination type. MasterAudioClipManager.BuildCache () (at Assets/DarkTonic/MasterAudio/Editor/MasterAudioClipManager.cs:729) MasterAudioClipManager.OnGUI () (at Assets/DarkTonic/MasterAudio/Editor/MasterAudioClipManager.cs:55) System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
When trying to scan for audio clips.
All the clips live in Assets/Sounds (with various subfolders in their too).
Any idea how I can fix this?
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Post by DarkTonic Dev on Mar 30, 2015 15:08:42 GMT
I don't know, yet.
Some questions:
1) What version of Unity are you on? 2) What version of Master Audio are you using (please update to the very latest if you haven't) so the line numbers are meaningful to me. 3) What audio extensions are you using (mp3, wav, etc)?
-Brian
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Post by AlexP on Mar 30, 2015 16:05:17 GMT
1) Unity Version: 4.6.3p2 2) Latest (3.5.7.6) 3) .wav, .ogg, .mp3 I've tried removing all the sounds bar one (i.e. a random mp3) and still get the same import problem. Any help will be most appreciated
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Post by DarkTonic Dev on Mar 30, 2015 19:08:38 GMT
Sorry, I can't reproduce the problem on my Unity 4.6.3.
If you would mind sending me some of your audio files (or better yet a whole stripped down, audio-only project), I can take another look. By the way, this is the only time something like this has been reported.
-Brian
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