![]() So I'm inclined to think that for those, we'll just route the Timeline sound through a series of prepared AudioSources, which will route through an appropriate AudioMixer for volume and other effects.Īnd for the volume(s), our AudioManager will control that but also set it on the AudioMixer, so both dynamic sounds (i.e. And frankly I don't want to write a custom track just to be able to interface it the timelines the AudioManager, then we'd lose a lot of functionality. How do we deal with those? They will contain AudioTracks, which only tie to AudioSources (track binding). The other point is that we will also have timelines. No point in requesting those from a pool: we know where they are, we know how many they are in advance, and we know we need them. They are good for one-off effects, like it would be for a game with physics where collisions make noise (which we obviously don't have), but there is also a point in having AudioSources already placed in the scene - for instance for ambient sounds. We had a big discussion with the team this morning and convinced me that just having pooled AudioSources is not enough. We'll show it in subsequent livestreams too.īut as much as I like the current solution, there's still a long way to go! You'll find it merged on main if you want to explore it. I took something from all PRs, a lot from elocutura's one, and a bit even from the solution that showed above. Hey all, I finally merged stuff on the AudioSystem. Smooth Dimnish/Amplify Speed - the speed of this volume change. Smooth Enable Disable - on enable disable sound should gradually increase/decrease it's volume (no cutting hard, no starting out of the blue) (useful for sound transitions) ![]() Start At Random Position - sound start at random position, useful for some looping sounds, especially when started simultaneously.Įnable Disable Aware - When component disabled/enabled should sound stop/start. ![]() But I will change it for ScriptableObject in a short future.Ĭustom Audio Source Prefab - when Audio Source Type set to custom will use this prefab to create AudioSource, but as i have said this will be changed for scriptable object in the future. (no sound distortion)Īudio Source Type - this were predefined AudioSource configurations (like long range / short range sounds etc.). Ignore Time scale - Sound ignore scaling of time. Ignore Pause - Sound is played when pause is turned off. Mostly for volume control/muting of music in game. Sound Priority - Basically audio source priority but turned into ranges and "enumed" (look my previous post). In my system only sound inside a FOV of camera are played but sound got radius so if the sphere is intersecting with fov it will be played. Sound Generator Radius - As I said I'm using my own layer around unit圓d audio system. It will work like your AudioClip had lower volume if lower than 1.īase Pitch - Same as base volume but for pitch. This will let you simulate the volume of your sound. I use for example this component to play sound.Īudio Clip Object - Audio clip that will be played (abstracted)īase Volume - Base volume of the sound. Programmer almost never use AudioClip or AudioSource during programming. The system is more complicated, I got my SoundManager that plays SoundInfo object.
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