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Author Topic: Audio ToolKit Actions WIP  (Read 1735 times)

digimbyte

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Audio ToolKit Actions WIP
« on: August 31, 2013, 11:50:08 PM »
I'm trying to build an action script for AudioToolKit
So far i've set up the basics by Modifying an existing one, but it doesn't seem to like the call I'm doing

here is a current version of the Action, Would like to make it modular but we can have an Action for every call
http://pastebin.com/efxwLKdi

EDIT:
I seem to be experiencing a bug when I try to EDIT my script VIA Unity
Couldn't find Action Script:
UnityEngine.Debug:LogError(Object)
HutongGames.PlayMakerEditor.FsmEditorUtility:EditActionScript(Object)
UnityEditor.GenericMenu:CatchMenu(Object, String[], Int32)



Update: Changed line to this
AudioController.PlayMusic ( "" + clipName );
 It works, just need to append the string to a null string, seems to have done the trick
« Last Edit: September 01, 2013, 12:19:19 AM by digimbyte »

digimbyte

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Re: Audio ToolKit Actions WIP - Bugs?
« Reply #1 on: September 01, 2013, 12:07:40 AM »
Update: All known Call Functions
AudioController.Play( "MySoundEffect1" );
AudioController.Play( "MySoundEffect2", new Vector3( posX, posY, posZ ) );
AudioController.PlayMusic( "MusicTrack1" );
AudioController.SetCategoryVolume( "Music", 0.5f );
AudioController.PauseMusic();