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Post by wagenheimer on Apr 5, 2018 20:29:37 GMT
How is the correct behavior to use Unity Timeline with Master Audio? Is it possible?
Please... I need instructions.
Thanks
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Post by DarkTonic Dev on Apr 5, 2018 21:49:22 GMT
I don't actually know anything about the Timeline so I can't answer. There is an item on the roadmap to investigate / integrate but it will be awhile before I get to it. There are several higher priority items in front of it.
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nathanj
Junior Member
Posts: 66
Posts: 66
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Post by nathanj on Jun 1, 2018 20:09:19 GMT
Hi, Wegenheimer and Brian If you use Pixel Crusher's Dialogue System there is a great set of Timeline plugins that are included with the package's third party support www.pixelcrushers.com/dialogue_system/manual/html/timeline.html . The most useful one is the Sequence Command which offers support for Master Audio. You can find a list of the available commands here: pixelcrushers.com/dialogue_system/manual/beta/html/master_audio.html - one other thing is Tony's support is phenomenal and if there is a function in MA that is not included with the MA support package he always happy to implement suggestions. One example of how powerful this is is with the Salsa integration and blend shapes (for example, for adding facial movements to characters). Blend shapes in Timeline are basically unusable because there is, ironically, no blending between the animations, one starts and finishes before the next can be triggered. However, with the DS Sequencer Command you can achieve great results really easily. Nathan
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Post by DarkTonic Dev on Jun 1, 2018 20:26:45 GMT
Yeah Tony's awesome. I'm not sure if you're suggesting we build something (if so, what?) or just propping Tony's wares.
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nathanj
Junior Member
Posts: 66
Posts: 66
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Post by nathanj on Jun 1, 2018 20:40:15 GMT
Ha, ya, was mostly just propping Tony's wares as a temporary solution for getting started with MA and Timeline.
I'll keep Timeline integration in the back my mind as I get further into MA. The built in audio in Timeline is awful. Simply awful.
Nathan
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Post by DarkTonic Dev on Jun 1, 2018 21:26:15 GMT
Ok let me know if you figure out something possible that we could do here, and we'll consider it.
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nathanj
Junior Member
Posts: 66
Posts: 66
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Post by nathanj on Oct 2, 2018 2:03:42 GMT
Hey Brian
Been thinking about this and a basic plugin that triggered an Event Sounds component would be so useful. This way anyone using MA could manage all audio changes (fading out sound groups, triggering others, etc) from one channel in the timeline.
At the moment I'm using Dialogue System's Sequencer commands to trigger these changes in MA but a slightly more direct way to do this would be awesome.
Nathan
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Post by DarkTonic Dev on Oct 2, 2018 2:53:16 GMT
Ah yeah, correct. Because if you fire a Custom Event, the Event Sounds can listen for that Custom Event and do 1 or more of about 45 things. Without me having to build 45 things specifically for Timeline right?
I think that's probably the way to go initially. Thanks!
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nathanj
Junior Member
Posts: 66
Posts: 66
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Post by nathanj on Oct 2, 2018 3:33:15 GMT
Exactly! It's such a robust tool that it alone can trigger most changes required. You could even couple it with Animation channels to automate parameters over time...
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Post by DarkTonic Dev on Oct 2, 2018 3:40:17 GMT
Well, no idea how to do that.
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nathanj
Junior Member
Posts: 66
Posts: 66
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Post by nathanj on Oct 2, 2018 3:46:59 GMT
I mean, we as users could add animation channels to control any of the audio parameters. Not built in integration but close enough
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Post by DarkTonic Dev on Oct 2, 2018 3:52:19 GMT
Is that part of Mechanim? If not, I have no idea what you're referring to Mechanim is the only animation I use, and even then the multiple layer thing makes my head swim.
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nathanj
Junior Member
Posts: 66
Posts: 66
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Post by nathanj on Oct 2, 2018 4:49:46 GMT
In the timeline there is an "Animator" plugin that allows you to change parameters values over time. It's very much like the Animator window in Unity but much easier to look at and much easier to assign.
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Post by DarkTonic Dev on Oct 2, 2018 5:05:47 GMT
Ah ok.
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Post by DarkTonic Dev on Oct 9, 2018 19:31:45 GMT
So apparently there's already a way to use Timeline with Event Sounds. Nothing I need to do. Here are the steps, which I will add to the documentation.
1) Create a game object with an Event Sounds component on it. 2) Configure the "enable" event and / or the "disable" event for the Event Sounds component to do whatever you like (Play a song, sound effect, etc). 3) Get a Director component on some game object and create your Timeline asset. Get that hooked up as normal for Timeline. 4) Add an activation track to the timeline and drag your game object from step 1 into it, so that is the game object being activated and deactivated by the timeline.
That's all there is to it! Whatever you have configured for "enable" will happen when the activation track activates the game object, and whatever you have configured for "disable" will happen when the activation track disables it. No need for Custom Events.
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