Brian, YOU ROCK!! Thanks for all the excellent support! Anyone considering this tool should buy it for sure
Here is my list in four priority groups:
NEEDED17) Some kind of prefab like Dynamic SGC but it's never supposed to be brought into a scene, and you can bulk export Sound Groups out of it into MA or Dynamic SGC prefabs.
OMG #1. Managing everything in one place then exporting them out into scenes as banks would be AMAZING!!!!3) Make a UI to fire a custom event for SongEnded and SongChanged on PlaylistController.
(GREAT for triggering stingers!)4) Gapless Playlist Controller transition, using PlayScheduled (unity 4 only).
4a) Make gapless work with Resource files. Will have to load earlier.
6) Make bus voice limit (besides 1-voice) stop all older sounds to play a new one, if possible.
20) Do equal power fade option, especially for crossfading: Math examples:
www.kvraudio.com/forum/viewtopic.php?t=347151, stackoverflow.com/questions/10168842/equal-power-crossfade-in-audio-unit
Also, having 2 types of equal power fades. 1 that quickly fades out the old track to keep the first transient of the new track and one that is in the center to keep the power equal with similar material!22) It would be helpful to have 10-20 groups in the sample project, or in master audio, that can be copied and used as templates! Things like, 50% chance play, 25% chance play, chromatic rising, volumes rising up, random volumes of -.5, random pitches of -.1 to +.1, Looping clips.
HUGE WIN!22a) Maybe even allow creation of these template groups in an easy way.
24) Add Common / best practices section to readme.
26) Make some newer videos since the UI has changed a lot.
27) A guide / wizard to help get a project that already has audio ready for MA.
IMPORTANT AND COOL TO HAVE2) Make "Follow Caller" the default for EventSounds script.
5) Ability to save mixer settings changes during play. Study plugins: PlayEditor or PlayModePersist to figure out how.
8) Add a button to apply "Audio Source 3d settings" from template prefab to all (select?) Audio Sources in Scene Or reference an Audio Source template (one of many).
14) Add option to crossfade on chained loop groups.
16) Unity 5 Mixer Asset automation for Event Sounds
18) Add bus "folders" for Sound Groups if feasible (not likely but I'll check into it).
19) Add the ability to specify pitch change in cents.
23) Add "silent Variation" with no audio clip. Should take no voices up.
28) Make a footstep component.
ALMOST put this in the top priority category...WANT EVENTUALLY1) Random start time option for a Variation.
11) Make a settable looped section (less than whole clip). (Especially if it can detect markers or play from certain markers in files. May be impossible since most are compressed files which may not retain markers)
12) Ability to play part of a sound for SFX (11 and 12 seem like a very similar task using markers)
15) Possibility to chose if the random pitch/volume occurs each time the sound is looped
25) Fix NGUI related bug. OnMouseOver fires from OnClick. Fix in EventSounds and Button Clicker scripts.
LOWER PRIORITY21) Add "mechanim state changed" demo scene. What is this?
13) Add support for Unity 4.6 GUI events. Haven't used much of the unity GUI events yet.
7) Add "Ambient Mixer" component for various background sounds with "plays per hour" controls for each.
10) Support for AssetBundles. Create playlist from bundle or create Sound Groups, or a single Variation (new Audio Origin type?).
I don't know what this even means... ha_
Good to know about Unity 5 mixer and the fact it won't have voice limiting! Thanks again!