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Post by benandmusic on Sept 4, 2014 4:51:14 GMT
I'm currently writing music for a game being developed in Unity. I dont have a pro license for unity and would like to avoid the cost. I am told that the game, for the most part, isnt taking advantage of Pro only features, though the rest of the team does have unity Pro subscriptions.
Here are just a couple of things I'm looking to be able to do that I was not able to do with unity's basic features:
-Loop a background audio track seamlessly to a specific point other than the beginning of the track. -Fade parallel tracks in and out based on triggers in the gameplay. Parallel meaning it is a different arrangement of the same track, and a well executed fade from one to the other makes it sound like the instruments/arrangement changes while playing the same track.
Any input would be appreciated.
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Post by DarkTonic Dev on Sept 4, 2014 9:07:22 GMT
We don't offer custom looping yet, but it is on the list of to do features. You can vote it up if you like. It's in the roadmap post in this forum. I would like to point out the obvious that you can work around this need by splitting the clip into an intro and loop section.
The other part with custom mixes of track is totally supported and we call it "Synkro". You can do it with single fully mixed tracks or actually use the "stem tracks", meaning one track for drums, one for melody, etc, and actually have dynamic mixes where different instruments or layers come in and out of the mix.
Depending on what your triggers are for changing music mix, you may be able to do it without writing any code as we have an extensive event-based script as well as integration with Playmaker and other visual scripting products. If you do have to write code, it will pretty much always be one line of basic code.
By the way, I haven't heard anything in your description that requires a pro version of Unity.
I hope that helps. Let me know if you have any other questions. We are constantly improving the product and take all suggestions seriously.
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