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Messages - JonathanBurroughs

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31
PlayMaker Help / Re: What does "too many listeners" mean?
« on: May 15, 2014, 02:00:56 PM »
Here is the specific error message if that helps at all:

Quote
Too many listeners
UnityEngine.Debug:LogError(Object)
FMOD.Studio.UnityUtil:LogError(String) (at Assets/Plugins/FMOD/FMOD_StudioSystem.cs:58)
FMOD_Listener:Initialize() (at Assets/Plugins/FMOD/FMOD_Listener.cs:120)
FMOD_Listener:OnEnable() (at Assets/Plugins/FMOD/FMOD_Listener.cs:19)
UnityEngine.Transform:set_parent(Transform)
HutongGames.PlayMaker.Actions.SetParent:OnEnter() (at Assets/Imported/PlayMaker/Actions/SetParent.cs:38)
HutongGames.PlayMaker.FsmState:ActivateActions(Int32)
HutongGames.PlayMaker.FsmState:OnEnter()
HutongGames.PlayMaker.Fsm:EnterState(FsmState)
HutongGames.PlayMaker.Fsm:SwitchState(FsmState)
HutongGames.PlayMaker.Fsm:UpdateStateChanges()
HutongGames.PlayMaker.Fsm:Start()
PlayMakerFSM:Start()

32
PlayMaker Help / Re: What does "too many listeners" mean?
« on: May 15, 2014, 01:50:22 PM »
Actually could I ask how the PlayMaker action "Set Parent" behaves under the hood? I'm using it to transfer my game camera between different player objects. And in one instance it causes FMOD to generate a crash complaining there is more than 1 listener in the scene. Does "Set Parent" duplicate the game object it is moving? If so that might account for why FMOD momentarily detects too many audio listeners.

33
PlayMaker Help / Re: What does "too many listeners" mean?
« on: May 15, 2014, 01:02:28 PM »
Gah. I don't know why I even suggested that. Thank you, you're entirely right. Now to figure out how such a thing has happened!

34
PlayMaker Help / Re: What does "too many listeners" mean?
« on: May 15, 2014, 12:59:35 PM »
There isn't a PlayMaker-specific error which refers to listeners? I only have 1 camera in my scene.

35
PlayMaker Help / What does "too many listeners" mean?
« on: May 15, 2014, 12:44:25 PM »
My game is crashing with a "too many listeners" error. What does this mean?

36
Action Requests / Re: FMOD support
« on: May 07, 2014, 11:50:23 AM »
Thanks, jeanfabre! That's really excellent of you. I've put in a vote as you suggest. For the time being I'm going to see how much I can control in a C# interface between FMOD and PlayMaker.

37
Action Requests / Re: FMOD support
« on: April 29, 2014, 05:42:59 AM »
Going to give this a bump. Support for the FMOD Unity Integration native plugin would be fantastic. Although based on the support documentation it doesn't look like an impossible task to make my own audio controller C# script and drive exposed variables from playMaker.

38
PlayMaker Help / Re: FMOD
« on: April 29, 2014, 05:37:41 AM »
Just going to give this a little bump. Any advice gratefully received!

39
Action Requests / FMOD support
« on: April 24, 2014, 05:25:43 AM »
Hey all,

I posted a query in Playmaker Help about any existing FMOD support, given the recent announcement that FMOD is free for indies with budgets under $100,000.

If that support doesn't already exist having an action set to support FMOD would be incredibly powerful.

40
PlayMaker Help / FMOD
« on: April 24, 2014, 05:21:30 AM »
http://www.gamasutra.com/view/news/212696/FMOD_Studio_audio_tools_now_completely_free_for_indies.php

With the recent announcement of FMOD going free for indies with budgets under $100,000 it's looking really tempting to make use of a mature audio toolset like this on a project.

A big appeal of FMOD over existing Unity add-ons like Master Audio and SoundManagerPro is that it's industry standard, so composers unfamiliar with Unity pipelines can get to grips with it really fast and that it allows for collaboration outside the Unity environment. So I can write scripts to trigger events which an offsite composer is managing in their own FMOD project.

Does anybody have any experience using FMOD in conjunction with playMaker? Any advice would be really appreciated!

41
PlayMaker Help / Re: Raycasts
« on: April 04, 2014, 06:20:19 AM »
Hey Jean,

Apologies, I should have marked this solved.

Lane helped me out in my other post:

http://hutonggames.com/playmakerforum/index.php?topic=6888.0

I wasn't specifying a direction for the raycast. As soon as I did it worked just fine.

Thanks for getting back to me though. I'll flag the thread as solved.

42
I think I'm going to be too scared to upgrade to 4.6 on my current project for fear of breaking compatibility with all my plugins.

43
PlayMaker Help / Re: Locking mouse cursor to centre of screen
« on: April 03, 2014, 04:14:07 AM »
Haha. That fixed it! Man, I feel so stupid. Thank you, Lane!

44
PlayMaker Help / Re: Locking mouse cursor to centre of screen
« on: April 03, 2014, 02:50:48 AM »
So I've created a test environment with just a single cube with no collision emitting a debug ray.



When I run the game the ray doesn't appear in either the Scene or Game viewports. Strange!

45
PlayMaker Help / Re: Locking mouse cursor to centre of screen
« on: April 03, 2014, 02:27:23 AM »
Heh, I wish it was any one of those. I've taken a stab at dabbling with all of them.

- Distance set to both 100 and -1
- Repeat interval set to both 1 and 2
- Tried casting from an empty object with no colliders and still nothing

I might just be doing something so fundamentally wrong that it's broken my entire approach.

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