Playmaker Forum
PlayMaker News => General Discussion => Topic started by: Rabagast on January 24, 2018, 10:15:37 AM
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Hi!
Does somebody owns Sound Manager Pro from the Asset store?
I just have some questions.
What is the best way to manage sound fx?
Is it ok to use an empty game object where I place all the sounds and place this game object in an array. And then I find this game object using Find Array List.
It doesn't affect the performance?
I just want to have an easy way to change the SFX, so I don't need to go to each object/FSM to change the SFX.
And also in Sound Manager Pro, it is many ways to play the SFX.
-Play Capped SFX
-Play Pooled SFX
-Play SFX Loop
-Play SFX On Game Object
Should I use Pooled and what is Play Capped SFX?
And what should I use if there is a lot of shooting and explosion, so the sounds doesn't overlap each other?
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Another problem I get, is when I shoot a lot of enemies at the same time, the sound cracks, because the sounds are overlapping each other. When I use Sound Manager Pro, the sound doesn't crack, but it's like it's cutting the sound to avoid cracking or something. I don't know how to solve this. Any help, please?
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Hello!
Any solution for this? It's a really big problem for me. I don't know if I use this SoundManager Pro correctly.
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I made a video to show a sound example using Audio Play Advanced in the first sound test and SoundManager Pro in the second test. In the first sound test, the sound crack a lot. Like when the sound volume is too high. The second sound test, it sound that the sfx is cutting off. I need a solution for this.
https://www.youtube.com/watch?v=ig-BwQbhYrY&feature=youtu.be (https://www.youtube.com/watch?v=ig-BwQbhYrY&feature=youtu.be)
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Hi.
Sorry i do not own SoundManager Pro
But i looked a bit in unity forums and the quality and format of your file can cause a crack sound.
Best is to use Wav files and 48000 (Hz)
Make sure all your audio clips start and end at 0 volume
Another thing i saw is pooling sound so if there are more than x sounds going on fade out 1 (usually the one that was started longest ago.
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Make sure all your audio clips start and end at 0 volume
What is the best way to set up the audio clip so it starts and end at 0 volume?
Another thing i saw is pooling sound so if there are more than x sounds going on fade out 1 (usually the one that was started longest ago.
And how can I fade out the sound in this case?
And the sound crack has nothing to do with SoundManager Pro anyway. It's not what I need help with. It's to avoid sound crack when I go crazy on a lot of asteroids with the triple shot weapon. :)
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Another thing I tried to do, is to edit the sound in an sample program like Audiocity. Reduce the Amplify a bit. It helped. I need to reduce it a little bit more.
Doesn't Unity has an audio mixer? I never tried it before. Do you think I can make something there so it sounds better?
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Hi,
Sorry i almost never do audio myself, so i have very little knowledge about it :)
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Another thing I tried to do, is to edit the sound in an sample program like Audiocity. Reduce the Amplify a bit. It helped. I need to reduce it a little bit more.
Doesn't Unity has an audio mixer? I never tried it before. Do you think I can make something there so it sounds better?
It's not all about reducing volume, you need to use compression, sidechain compression and eq.
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It's not all about reducing volume, you need to use compression, sidechain compression and eq.
Hi!
Will that help to reduce the crackling sound? And can I do this in Unity or do I need to use for example Audiocity?
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Depends what's the source of crackling. Is the audio clipping (getting above 0db)?
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The audio clip itself is good. It's when I shoot a lot of enemies. I mean, go crazy with the shooting. For example if there is 20 asteroids on the screen. The audio clip overlap each other. So the sound FX will be overloaded.
Can I check the decibel in Unity?
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Ah, that one's simple. I haven't used SMP, but you should limit the number of voices (simultaneously played audio clips of one type) to a lower number until you reach a sweet spot. Few is usually enough.
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Ok!
How can I do that? Meanwhile, I will try to figure out it by myself. :)
What is SMP?
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Sound Manager Pro. I can't find the manual, only API. If you have the manual, search for "voices".
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I didn't find any "voices" on the user manual I have on SMP. On Project Settings/Audio is something called, "Max Real Voices". I tried to change that, but then it results that sometimes I didn't hear that sound, if other sound played, if you know what I mean.
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"Real voices" is the maximum number of sounds of all types that can be played at the same time. When the number is exceeded, only the most audible will be played. As far as i have seen, i'm afraid Sound Manager Pro doesn't per sound voice adjustment. I can recommend Master Audio for all audio needs.
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Is it this one you mean?
https://assetstore.unity.com/packages/tools/audio/master-audio-aaa-sound-5607 (https://assetstore.unity.com/packages/tools/audio/master-audio-aaa-sound-5607)
I read that this has voice limit. Does this voice limit in Master Audio meanss that you can set up a voice limit for each sound? Or is it sounds of all types?
Does this support Playmaker? Are there Actions for Playmaker included?
Many questions. :)
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Yes, yes and yes! It has a voice limit for each sound, playmaker actions and fantastic support forum.
(https://s26.postimg.org/npohxej55/screenshot_151.png)
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Hi!
I just bought Master Audio. :) Where is the Playmaker Actions? Do I need to download them separately?
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(https://s26.postimg.org/mza0g0c2x/screenshot_153.png)
Doubleclick and you're good to go.
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Hi!
I found it. It looks very good so far. :)
I need to adjust the Voices (Weight) for the Asteroid Explosion sound.
If I have 10 voices and shoot more than 10 at the same time will result that it will be no sound from asteroid 11 and more, right?
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Yes ;D
In reality, usually 2-3 are enough, experiment a bit.
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I think in my case, I need to have 10, because I destroy so many asteroids. And also reduce the volume a bit on that sfx. :)
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7 was the right number. I just need to experiment a bit as you say. :)
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I'm glad you like the plugin and that it worked out well for you! ;D
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I like it a lot. Thank you for your recommendation of this asset.
Another thing I like, is that you use "Master Audio Play Sound" and just write the name of the audio clip. And that you also can change the audio clip without changing the name, if you know what I mean. :)
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Just some questions:
Do I need to have one MasterAudio Prefab in each scene? Or is it enough with one in the Main Menu Scene with the action Don't Destroy On Load?
When I add a MasterAudio Prefab in the scene, can I have more than one Group in Group Mixer? For example one for player sounds and one for enemies and one for collectible.
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It's a but counterintuitive but easy to grasp. Groups are used for variations. You make, for example, an "asteroid explosion" group and put several different explosion sounds which will be triggered randomly or in particular order. Then you make a "spaceship explosion" group with several audio variations etc. That's what the groups are for. Then, you put them all under an EXPLOSIONS BUS, which is basically a groups group, which you can tie up to a particular channel in unity audio mixer and manipulate altogether.
As for the first question, it's best to keep one and use don't destroy on load.
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Ok!
It's an amazing asset. Thank you for your help and fast reply. :D
It's time to experiment a bit more. :)
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You're welcome, have fun!
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Hi!
Is it a way to avoid this message I get?
"T: 8.422878 - MasterAudio All children of SL - Bullet Shot were busy. Will not play this sound for this instance."
I have 5 in Voices (Weight) Maybe I need to stop the audio clip before it plays again?
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I had to increase the Voices Weight to 15. Maybe it can work with 10 also. I didn't try. :) I have a rapid fire, so it fires a lot of bullets at the same time.
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Hi!
Is it a way to avoid this message I get?
"T: 8.422878 - MasterAudio All children of SL - Bullet Shot were busy. Will not play this sound for this instance."
Sure, but it's only a log, not even a warning. If it really bothers you, you can turn it off in Logging Settings.
I have 5 in Voices (Weight) Maybe I need to stop the audio clip before it plays again?
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So it doesn't matter if I get this message then?
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No, it's just a log to inform you you reached your voice limit in case you want to modify the number of voices. Everything's fine, just a useful debug message. As i said, you can turn it off if it bothers you.
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Sure, but it's only a log, not even a warning. If it really bothers you, you can turn it off in Logging Settings.
Hi!
I can't find this Logging Settings.
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(https://s26.postimg.org/8o0r9p9qh/screenshot_158.png)
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Thank you! :)
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This tool is absolutely fantastic for managing music in different scenes.
I do not find playmaker actions to handle special cases. For example, I have 3 musics in a scene but I want that at a certain moment, he plays another one. How to do ?