Playmaker Forum
PlayMaker Help & Tips => PlayMaker Help => Topic started by: stigma on December 21, 2023, 12:53:48 PM
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I have areas where I turn sounds off when leaving and unmute them when entering.
I have several (they are invisible meshes). Some work and others don't.
I copied the FSMs so they were all the same. What did I do wrong?
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Hi.
Its hard to say without seeing the fsms/states/actions setup
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for the trigger volume, can we use a mesh of any shape, or it must necessarily be a cube?
(http://www.maximages.fr/forums/3D/playmaker/trigger.png)
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is there any delay inside the other fsms?
with triggers i usually set a separate fsm with a 2 states turning a bool on/off
with a trigger stay and trigger exit.
Then on the other fsm do a fsm bool test.
but if you have multiple of these sound 'listeners' in a scene you should not set it up in this way (performance wise)
you should set a 'checker' on your player.
and use for for example overlap actions instead of trigger events.
when it found a sound object, send a event to play it, then add to a list.
when its not found the next time, send a event to stop it and remove it from the list.
the overlap you can do for example every 0.2 sec (as every frame, I don't think is required for this)
trigger events are called every frame, then multiplied by your sound object count.
so if you have 10 sound objects you are checking 10 x every frame.
the overlap sample does 1 call every 0.2 sec :)
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thank you for the clarification
Edit:
I think I will use an Asset for sound management