|
Post by DarkTonic Dev on May 20, 2016 15:46:35 GMT
I haven't found this feature yet so i will request it. I would like if I can multiedit the EventSounds. Currently only the last selected object keeps the change. The only way to get the same events play the same sounds, is to setup the eventSounds for one Object and then copy the component and paste it to all the other objects where you would like have the same events play the same sounds. I'm not sure how that would even be possible. But it would be cool! So not adding to roadmap, sorry.
|
|
|
Post by boygorge on Aug 16, 2016 6:55:29 GMT
Not sure if this falls under point 4 (=RTPC) under "Things we're not planning on doing ever" list, so I'll just ask:
There's now the 'Change Bus Pitch' command, so how about a 'Glide Bus Pitch'? I mean a command to which you could pass params for target pitch & transition time (similar to 'Fade To Volume'). Would come in handy for all kinds of smooth pause / bullet time / fast-forward transition effects.
Maybe it wouldn't even need to be a separate command, I adding transition length param to 'Change Bus Pitch' would work too (default to 0).
|
|
|
Post by DarkTonic Dev on Aug 17, 2016 3:28:38 GMT
Will add to roadmap. Thanks!
|
|
|
Post by lorienferris on Aug 19, 2016 18:30:48 GMT
How about adding a % of current volume randomization setting? Since volume randomization is calculated after distance attenuation and the audio source volume setting which is not usually the desired effect, it would be very useful to have an additional setting for % of current volume to account for these situations. With the audio source setting, you can do this manually by calculating a percentage of the setting on your own, but if you change the volume setting later, you have to recalculate. In the case of distance attenuation (or any other runtime manipulation) you are SOL. Thanks!
|
|
|
Post by DarkTonic Dev on Aug 19, 2016 19:27:37 GMT
How about adding a % of current volume randomization setting? Since volume randomization is calculated after distance attenuation and the audio source volume setting which is not usually the desired effect, it would be very useful to have an additional setting for % of current volume to account for these situations. With the audio source setting, you can do this manually by calculating a percentage of the setting on your own, but if you change the volume setting later, you have to recalculate. In the case of distance attenuation (or any other runtime manipulation) you are SOL. Thanks! I don't understand the need, please email us describing the whole scenario of why the current doesn't work for you in one case. Thank you, -Brian
|
|
|
Post by JayEx on Oct 22, 2016 3:04:10 GMT
Hi, I emailed you about this a week or two ago and wanted to cast my vote in here in hopes it is added to the Roadmap:
An "Ambient sound" script/event(?), which essentially only plays the sound when you are close enough to it. I think you suggested that you could create a kind of trigger based on the sound's max distance.
Cheers!
|
|
|
Post by DarkTonic Dev on Oct 22, 2016 4:17:31 GMT
Yep that's the plan. It's going to take a little while but it's coming.
|
|
|
Post by cagezero on Dec 12, 2017 4:13:11 GMT
This is a suggestion for the EventSounds script. It would be nice to have a “Playlist Command” named “Add To Queue” that adds a clip from the current Playlist to the current PlaylistController’s queue. Alternatively, this could be an option on the Playlist Command’s: “Play Clip” and/or “Play Random Song”.
|
|
|
Post by DarkTonic Dev on Dec 12, 2017 4:24:20 GMT
Ok, will add, thanks!
|
|
|
Post by MK on Dec 25, 2017 20:31:33 GMT
Please add an audio car engine simulation. Best
|
|
|
Post by DarkTonic Dev on Dec 25, 2017 23:17:07 GMT
Please add an audio car engine simulation. Best Not likely to happen unfortunately, it's fairly complex to make it sound good. Basically you will need to script changing between different samples (Variations) and changing the pitch.
|
|
mgmhunt
New Member
Posts: 3
Posts: 3
|
Post by mgmhunt on Jan 12, 2018 1:01:13 GMT
It's not possible to preview the random pitch and stuff like because it changes the "original pitch" permanently unfortunately. I'll add previewing to the roadmap and see if it can be done. Thanks! Just started playing around with MasterAudio. The 'original pitch' term I find confusing, as it means to me the pitch set on the mono behaviour before Play starts. I was integrating with Chronos Time Control for changing pitch due to timescale changes and this tripped me up. MasterAudio.cs Line 2753 is changing the original pitch every time the pitch is changed. This seems more like a 'last pitch' setting. Maybe you can add an additional property of InitialPitch to avoid breaking backwards compatibility? (ie the value is the initial value set in the Inspector before Play begins)
|
|
|
Post by DarkTonic Dev on Jan 12, 2018 1:26:20 GMT
Correct, it is the last pitch so we can return it to that after pitch randomization or change. Are you just suggesting to change the name? I would rather change the comment on it if anything.
|
|
|
Post by brothaman on Mar 18, 2018 19:56:12 GMT
Hopefully not too difficult of a request but was wondering if you can add a MasterAudio.FadeOutAllSoundsOfTransform(Transform transform) method? Would work similar to Master.StopAllSoundsOfTransform(Transform transform), just with the ability to fade out.
Thanks!
|
|
|
Post by DarkTonic Dev on Mar 18, 2018 23:46:02 GMT
Hopefully not too difficult of a request but was wondering if you can add a MasterAudio.FadeOutAllSoundsOfTransform(Transform transform) method? Would work similar to Master.StopAllSoundsOfTransform(Transform transform), just with the ability to fade out. Thanks! Sure, will add that for next version.
|
|