DarkTonic Dev
Administrator
Posts: 3,717
Posts: 3,717
Member is Online
|
Post by DarkTonic Dev on Feb 24, 2021 21:58:35 GMT
Thanks.
|
|
|
Post by Chris on Mar 27, 2021 10:09:29 GMT
I would love some more advanced music playlist options! Some specifics: - A way to transition music on beats (if there were an option to specific bpm of the file then it would just be some simple math formulas to handle this I would think). - a stinger handler, allowing the ability to drop stingers in sync with a looping music track - more dimensions in the synchronized music playlisting, to handle some robust dynamics like adding layers and switching tracks based on intensity, time, player state all at once or anytime. - anything else music on the list also I would vote to move up!  But additionally I’d love to see a way to handle looping sounds within the event sounds script if possible. Additionally having options for it, like cues to fading it out over time or randomly looping between a variety of loop clips. Not sure what that would look like or if it’s possible.
|
|
|
Post by Chris on Mar 27, 2021 10:15:39 GMT
I would love to be able to apply a high pass or low pass on a looping sound or music clip. In a case like filtering the music track when a player pauses the game. Somehow applying these simpler type of effects to the music based on some cue in the game. A step further would be to add any other effects as well I suppose, line a tremolo for a weird level or something, or delay on the music when you enter a strange room, etc.
I know you can apply effects to the audio mixer, but I don’t think you can apply these and do it gently over time without some kind of code.... and I can’t code anything sadly...
|
|
|
Post by Chris on Mar 27, 2021 10:17:46 GMT
The ability to group or folder the sound groups in the master audio prefab. I have hundreds of sounds currently and have to scroll through all hundreds of sounds everytime to find one, it would be great to help organize this a bit, maybe color them or fold them down in folders. Just a thought!
|
|
|
Post by Chris on Mar 27, 2021 10:20:29 GMT
A way to change the music crossfading time value based on what the next playlist is your moving to. There’s the master cross fade time, but because each playlist is going to be different, they each usually need a different value there.
|
|
DarkTonic Dev
Administrator
Posts: 3,717
Posts: 3,717
Member is Online
|
Post by DarkTonic Dev on Mar 27, 2021 18:45:18 GMT
I would love some more advanced music playlist options! Some specifics: - A way to transition music on beats (if there were an option to specific bpm of the file then it would just be some simple math formulas to handle this I would think). - a stinger handler, allowing the ability to drop stingers in sync with a looping music track - more dimensions in the synchronized music playlisting, to handle some robust dynamics like adding layers and switching tracks based on intensity, time, player state all at once or anytime. - anything else music on the list also I would vote to move up!  But additionally I’d love to see a way to handle looping sounds within the event sounds script if possible. Additionally having options for it, like cues to fading it out over time or randomly looping between a variety of loop clips. Not sure what that would look like or if it’s possible. Beat detection stuff is on the anti-roadmap (post #2). Stingers are currently supported by firing a Custom Event on the Playlist Controller for "Song Looped Event" and others, in conjunction with Event Sounds, only when it loops, ends or starts. I don't understand the rest of the requests on this post. Please email us at support@darktonic.com to continue the discussion.
|
|
DarkTonic Dev
Administrator
Posts: 3,717
Posts: 3,717
Member is Online
|
Post by DarkTonic Dev on Mar 27, 2021 18:45:52 GMT
I would love to be able to apply a high pass or low pass on a looping sound or music clip. In a case like filtering the music track when a player pauses the game. Somehow applying these simpler type of effects to the music based on some cue in the game. A step further would be to add any other effects as well I suppose, line a tremolo for a weird level or something, or delay on the music when you enter a strange room, etc. I know you can apply effects to the audio mixer, but I don’t think you can apply these and do it gently over time without some kind of code.... and I can’t code anything sadly... You would do this in the Audio Mixer I believe. That's all built-in Unity stuff. No need for Master Audio to support it.
|
|
DarkTonic Dev
Administrator
Posts: 3,717
Posts: 3,717
Member is Online
|
Post by DarkTonic Dev on Mar 27, 2021 18:46:53 GMT
The ability to group or folder the sound groups in the master audio prefab. I have hundreds of sounds currently and have to scroll through all hundreds of sounds everytime to find one, it would be great to help organize this a bit, maybe color them or fold them down in folders. Just a thought! We recently tried this and it was unfeasible. Removed from the roadmap. You do have Text Group Filter, Bus Filter and Bus colors to help. By the way, you can type the first letter of the Sound Group to jump to ones that start with "S" for example. That helps.
|
|
DarkTonic Dev
Administrator
Posts: 3,717
Posts: 3,717
Member is Online
|
Post by DarkTonic Dev on Mar 27, 2021 18:48:13 GMT
A way to change the music crossfading time value based on what the next playlist is your moving to. There’s the master cross fade time, but because each playlist is going to be different, they each usually need a different value there. Each Playlist does have its own Crossfade time if you specify one (otherwise uses the Master Crossfade time). However you should be aware that crossfade doesn't exist when switching to a new Playlist. It's a hard stop, to ensure all resources are released properly.
|
|