Gavin Harrison
Guest
Posts: 0
|
Post by Gavin Harrison on Oct 14, 2014 16:50:00 GMT
Just a quick initial word to say thanks for all the superb and quick support you've provided to date. Here are my things I'd love to see:
- Ability to have individual settings for ducking per sound group allowing for varying levels of music reduction depending on the SFX - Ability to specify the time it takes for the music to actually 'unduck' as opposed to time it takes to start happening - Allow both limit polyphony and retrigger percentage to work combined - Overall meter to see peak / RMS levels - Bus compression - Make bus voice limit stop older sounds and prioritise new sounds. This is handy for current announcer type sounds when multiple can be triggered but the newest needs to play, like in a shop for example where each item is announced
|
|
|
Post by DarkTonic Dev on Oct 14, 2014 20:48:18 GMT
Thanks Gavin! We're unlikely to add things to ducking since Unity 5 is coming out very soon and will have far better ducking than we could ever hope to achieve. At that point I don't think anyone will use our ducking but the new native one. Could you elaborate on the problem between limit polyphony and retrigger percentage? I believe the problem may be that it doesn't even look for possibilities to retrigger sounds if the bus/group/polyphony limits are reached. Is that what you mean? Peak / RMS levels. I believe this is also something Unity 5 will have natively, so we're not going to build that. If it ends up not being in Unity 5, we can revisit the idea. Regardless, our mixer LED's are just for the purpose of showing you when sounds happen. Nothing to do with volume. Bus compression - I think it's not even possible the way our busses are. However, Unity 5 will let you add Filter FX to each of its buses, something that's not possible right now. The last item is already on our roadmap It's a frequent request so I'll see if we can do it rather soon.
|
|
phoenix
New Member
Posts: 5
Posts: 5
|
Post by phoenix on Oct 16, 2014 1:10:02 GMT
I really really want you guys to add your own namespace for MasterAudio so that it is encapsulated.
|
|
|
Post by DarkTonic Dev on Oct 16, 2014 1:22:41 GMT
I really really want you guys to add your own namespace for MasterAudio so that it is encapsulated. I do too. We can't do that while we still support Unity 3.5.7 though. There's a lot of people that bought pro licenses for Unity 3 and never bought another pro license because they never made enough money to justify it. Most likely a couple months after Unity 5 is out we can do that. I'll put it on the list, thanks!
|
|
Gavin Harrison
Guest
Posts: 0
|
Post by Gavin Harrison on Oct 20, 2014 15:23:37 GMT
Thanks for the reply! The polyphony / retrigger thing was something we discussed at length via email, it turned out that if you limited the polyphony for a sound group it then ignored the retrigger % setting (if I remember correctly)? Thanks Gavin! We're unlikely to add things to ducking since Unity 5 is coming out very soon and will have far better ducking than we could ever hope to achieve. At that point I don't think anyone will use our ducking but the new native one. Could you elaborate on the problem between limit polyphony and retrigger percentage? I believe the problem may be that it doesn't even look for possibilities to retrigger sounds if the bus/group/polyphony limits are reached. Is that what you mean? Peak / RMS levels. I believe this is also something Unity 5 will have natively, so we're not going to build that. If it ends up not being in Unity 5, we can revisit the idea. Regardless, our mixer LED's are just for the purpose of showing you when sounds happen. Nothing to do with volume. Bus compression - I think it's not even possible the way our busses are. However, Unity 5 will let you add Filter FX to each of its buses, something that's not possible right now. The last item is already on our roadmap It's a frequent request so I'll see if we can do it rather soon.
|
|
|
Post by DarkTonic Dev on Oct 20, 2014 16:31:36 GMT
Yep, gotcha. Thanks!
|
|
|
Post by aaronbrownsound on Oct 23, 2014 10:45:53 GMT
Feature request - Song changed event and Song Ended event per playlist NAME.
Currently it's only one event per playlist. This requires users to break out every group of possible tracks into separate playlists.
For example:
I have one playlist controller for Game_Start, Game_Music_Light, Game_Music_Heavy, Game_Music_Special_Mode, Game_Music_Fail. All of these should only have one playing at a time and crossfade so they live in one controller.
However, only a few should have stingers and they will be unique for each event. Game_Music_Special_Mode needs a stinger when exiting and returning to either Game_Music_Light OR Game_Music_Heavy.
Does that make sense? Should users have many playlists grouped by type instead? I see a benefit to that type of organization because it allows custom fading/ per controller using events, but wouldn't that break the crossfade and one track per playlist functionality? Would it be a best practice to instead break out Game_start separately, Game_Music_Special_Mode separately, Combine online Game Music_light and Game_Music_Heavy, and Game_Music_Fail Separately so there are 4 playlist controllers instead?
|
|
|
Post by DarkTonic Dev on Oct 23, 2014 16:27:24 GMT
Feature request - Song changed event and Song Ended event per playlist NAME. Currently it's only one event per playlist. This requires users to break out every group of possible tracks into separate playlists. For example: I have one playlist controller for Game_Start, Game_Music_Light, Game_Music_Heavy, Game_Music_Special_Mode, Game_Music_Fail. All of these should only have one playing at a time and crossfade so they live in one controller. However, only a few should have stingers and they will be unique for each event. Game_Music_Special_Mode needs a stinger when exiting and returning to either Game_Music_Light OR Game_Music_Heavy. Does that make sense? Should users have many playlists grouped by type instead? I see a benefit to that type of organization because it allows custom fading/ per controller using events, but wouldn't that break the crossfade and one track per playlist functionality? Would it be a best practice to instead break out Game_start separately, Game_Music_Special_Mode separately, Combine online Game Music_light and Game_Music_Heavy, and Game_Music_Fail Separately so there are 4 playlist controllers instead? I don't think there's a reason to have more than one Playlist Controller unless you're doing layered music. But organizing into lots of Playlists is sometimes good. Sorry but I don't understand your request, can you rephrase? Are we talking about the new "stinger" Custom Event dropdown in the Playlist Controller Inspector?
|
|
|
Post by aaronbrownsound on Oct 23, 2014 18:52:27 GMT
Ok, let me try another explanation.
Since I have only one playlist controller there is only one Song Changed Event and Song Ended Event for the ENTIRE set of music.
Since EVERY song is in the same playlist this limits what I want to achieve with stingers. Not every track should have the same stingers and some may not have stingers at all. As it is, the Song Changed Event and Ended Event allows only ONE custom event for all of these songs.
Here's an example:
MAIN PLAYLIST Music_start Music_Gameplay Music_Gameplay_Intense Music_Gameplay_SpecialMode Music_Fail
I want to use different Song Ended Events for Music_Start, Music_Gameplay_Intense, and Music_Gameplay_SpecialMode. Music_Start only needs to blend with Music_Gameplay while Music_Gameplay_SpecialMode is a bigger more epic moment with a much larger stinger and it needs to blend out with both Music_Gameplay_Intense and Music_Gameplay requiring a different sound.
For this reason, if Song Changed Event could occur on EACH instance of music (Playlist) instead of the entire container (Playlist Controller) it would be great. Otherwise, to accomplish this I'd have to break all the groups of songs needing seperate stingers into a different playlist controller.
|
|
|
Post by DarkTonic Dev on Oct 23, 2014 23:09:22 GMT
Aaron, why don't we just add a custom event dropdown to each song in a Playlist? Then you could do what you want, and even more. Sound good?
|
|
|
Post by aaronbrownsound on Oct 24, 2014 3:12:31 GMT
BOOM! Done! I LOVE the idea of custom events for each song in the playlist. That should cover the "on ended" event right? Can you allow sound groups to trigger custom events too? Kind of like you already allow linked sound groups, but with custom events instead? This would allow designers to prototype easily as well as have everything in one place We'd have more independence from coders and designers! Other requests I've thought of as I use the tool towards the end of a project: - Organize/Collapse custom events lists like you can now organize Sound Groups (Which is AWESOME BTW!!!!!!) Currently, we keep all custom events in one place. This makes it hard to view all custom events and find appropriate events. Perhaps a "Collapse all events" checkbox or "Organize alphabetically" checkbox in the events sounds script? -Search and find ability. Since the game got more complex it's hard to search and find events that use sound groups. Is there a way to select a sound group and search for events using that sound group? Is there a way to find specific events or custom events using a particular name? This would be useful even if it's limited to the scene that's currently open - change stop icon to be more obvious or play button to a play button. It currently looks like an empty checkbox. Perhaps it's because the play icon is a speaker audition, but my mind assumed it was a checkbox and not a stop button. Probably because Unity has so many checkboxes Not a problem for me anymore, but new users may have the same temporary issue. - ability to delay playlist calls similar to delaying Play Sound calls within events. Now that custom events can be called on events it would be nice to be able to trigger a stinger, then delay a playlist change a given amount before it starts.
|
|
|
Post by DarkTonic Dev on Oct 24, 2014 3:30:59 GMT
BOOM! Done! I LOVE the idea of custom events for each song in the playlist. That should cover the "on ended" event right? Yes it would cover on end (or start). I'll put both. Can you allow sound groups to trigger custom events too? Kind of like you already allow linked sound groups, but with custom events instead? This would allow designers to prototype easily as well as have everything in one place We'd have more independence from coders and designers! I'll think about that. There may be some sort of infinite loop that we'd need to figure out how to avoid. Other requests I've thought of as I use the tool towards the end of a project: - Organize/Collapse custom events lists like you can now organize Sound Groups (Which is AWESOME BTW!!!!!!) Currently, we keep all custom events in one place. This makes it hard to view all custom events and find appropriate events. Perhaps a "Collapse all events" checkbox or "Organize alphabetically" checkbox in the events sounds script? No problem, expand / collapse / alphabetize -Search and find ability. Since the game got more complex it's hard to search and find events that use sound groups. Is there a way to select a sound group and search for events using that sound group? Is there a way to find specific events or custom events using a particular name? This would be useful even if it's limited to the scene that's currently open Not really possible. We could do something here, but not very reliable. It could only search the current Scene, yep. But it also can only search what's in the Hierarchy, meaning it wouldn't find anything that spawns after the level starts. Which sucks, but that's all that's possible. What I would propose instead would be to have a button for each event that just "selects all listeners" for that event in the Scene. Then you can go look at them and see what they do. Useful or not? - change stop icon to be more obvious or play button to a play button. It currently looks like an empty checkbox. Perhaps it's because the play icon is a speaker audition, but my mind assumed it was a checkbox and not a stop button. Probably because Unity has so many checkboxes Not a problem for me anymore, but new users may have the same temporary issue. Well that's what stop icons look like. It's too big to be a checkbox isn't it? I googled "stop icon" just now and couldn't find any other type really. - ability to delay playlist calls similar to delaying Play Sound calls within events. Now that custom events can be called on events it would be nice to be able to trigger a stinger, then delay a playlist change a given amount before it starts. I think this would cause all sorts of bugs with existing Playlist Controller stuff, so this one's a no I'm afraid. Playlist Controller is very complex and a little fragile. People that need to do this can always code up a CoRoutine to do it.
|
|
|
Post by twowholeworms on Feb 5, 2015 18:44:57 GMT
I spy in Unity 5's Audio settings a drop-down boxy thing for the number of audio channels, which includes Stereo, Quadraphonic, 5.1, 7.1, etc.
|
|
|
Post by DarkTonic Dev on Feb 5, 2015 22:49:53 GMT
I spy in Unity 5's Audio settings a drop-down boxy thing for the number of audio channels, which includes Stereo, Quadraphonic, 5.1, 7.1, etc. Then we should automatically support it If that's not the case, let us know
|
|
|
Post by kromer89 on Apr 17, 2015 9:45:49 GMT
It would be awesome to be able to preview sounds from a dynamic sound group, when selected in the project folder (using the inspector in edit mode).
It would save a lot of time not needing to pull the DSG prefab into the scene, preview and delete again.
If it was possible also playback using the random elements.
Kind regards
Kristian Rømer
Sound Designer @ BetaDwarf
|
|