nathanj
Junior Member
Posts: 66
Posts: 66
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Post by nathanj on Oct 9, 2018 23:16:24 GMT
Hi Brian
Thanks for looking into this. I agree that this method works well and literally out of the box but it can get a bit messy and harder to manage in larger projects.
We use timelines quite extensively for all kinds of activities; with most of the instances include multiple messages to Master Audio. So, with this approach we would need to create a folder of X amount of game objects with an Event Sounds on each. This alone is OK and manageable, but the problem happens when you want to use a timeline in a different scene or project. When a timeline is brought into a new scene all event type connects are lost and need to be reconnected. Again, this is manageable but depending on the number of connections can become quite time consuming.
What would be much easier from a users point of view would be if there was a Timeline plugin for Event Sounds that stored the data within the timeline. This would keep the Hierarchy neater and allow timelines with Event Sounds to be dragged and dropped into different scenes or projects.
However, that said, the above described method does work well Nathan
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Post by DarkTonic Dev on Oct 10, 2018 2:27:15 GMT
Hi Brian Thanks for looking into this. I agree that this method works well and literally out of the box but it can get a bit messy and harder to manage in larger projects. We use timelines quite extensively for all kinds of activities; with most of the instances include multiple messages to Master Audio. So, with this approach we would need to create a folder of X amount of game objects with an Event Sounds on each. This alone is OK and manageable, but the problem happens when you want to use a timeline in a different scene or project. When a timeline is brought into a new scene all event type connects are lost and need to be reconnected. Again, this is manageable but depending on the number of connections can become quite time consuming. What would be much easier from a users point of view would be if there was a Timeline plugin for Event Sounds that stored the data within the timeline. This would keep the Hierarchy neater and allow timelines with Event Sounds to be dragged and dropped into different scenes or projects. However, that said, the above described method does work well Nathan Your problem with the non-persistent Event Sounds game object will exist whether we have custom timeline behaviors or not. The Event Sounds game object would still need to be in the Scene. I suggest you make all those game objects persistent as well so you don't have that problem. As far as making a bunch of Timeline behaviors, it's not feasible. First and most importantly, I don't know if there's any sort of "custom inspector" code possible in a Timeline behavior, in which case it becomes several dozen fields with no clue to which 2 or 3 are pertinent to which of the 60 or so behaviors you want to do from Event Sounds. This would be extremely confusing for the user and is the reason why Playmaker integration sucks to a point (a bunch of visible fields that you may not need). If you have data to the contrary, let's see that before we proceed with the discussion.
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nathanj
Junior Member
Posts: 66
Posts: 66
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Post by nathanj on Oct 10, 2018 2:45:57 GMT
Ah ok.
I was dreaming that it would be possible to have the whole Event Sounds component assigned to a plugin clip, ei when you click on the clip in the timeline an entire Event Sounds component would be available in the inspector.
I completely understand that making a bunch of behaviours is essentially a wast of time. Hopefully in the not to distant future Unity makes it possible to embed entire components such as Event Sounds into the timeline.
Nathan
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Post by DarkTonic Dev on Oct 10, 2018 3:00:33 GMT
Ah ok. I was dreaming that it would be possible to have the whole Event Sounds component assigned to a plugin clip, ei when you click on the clip in the timeline an entire Event Sounds component would be available in the inspector. I completely understand that making a bunch of behaviours is essentially a wast of time. Hopefully in the not to distant future Unity makes it possible to embed entire components such as Event Sounds into the timeline. Nathan That would be cool but I really doubt it. It's like the scripts that can go in Mechanim, they just have auto-inspector and you can't write your own logic at all.
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nathanj
Junior Member
Posts: 66
Posts: 66
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Post by nathanj on Oct 10, 2018 3:06:04 GMT
As soon as I read your previous message I realised that. Bummer. Thanks for looking into it though. Luckily Event Sounds is already very competent.
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Post by DarkTonic Dev on Oct 10, 2018 3:13:47 GMT
As soon as I read your previous message I realised that. Bummer. Thanks for looking into it though. Luckily Event Sounds is already very competent. Yeah no problem. I think it's manageable with the Activation Tracks. What I would envision is putting various Dynamic Sound Group Creators and several Event Sounds into a persistent section where you activate what you need per Scene or with the Timeline. Haven't tried it but it seems straightforward enough.
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nathanj
Junior Member
Posts: 66
Posts: 66
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Post by nathanj on Oct 10, 2018 3:28:03 GMT
It's definitely straightforward
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Post by DarkTonic Dev on Oct 10, 2018 3:43:00 GMT
Ok cool.
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SkateBIRD Developer
Guest
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Post by SkateBIRD Developer on Oct 16, 2020 19:25:48 GMT
Oh, THANKS! Came in here hoping for a solution - we've got cutscenes that make noise, etc, usual stuff - and yup, that works fine.
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Post by DarkTonic Dev on Oct 16, 2020 23:00:13 GMT
No problem.
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