playMaker

Author Topic: What does "too many listeners" mean?  (Read 3212 times)

JonathanBurroughs

  • Junior Playmaker
  • **
  • Posts: 73
  • Some kind of independent game developer
    • @HiFiHair
What does "too many listeners" mean?
« on: May 15, 2014, 03:44:25 PM »
My game is crashing with a "too many listeners" error. What does this mean?

Lane

  • Administrator
  • Hero Member
  • *****
  • Posts: 2511
  • Mender of the past
    • Cleverous
Re: What does "too many listeners" mean?
« Reply #1 on: May 15, 2014, 03:47:44 PM »
Audio Listener components. Cameras have one by default and this usually shows up when you create more than one camera.

https://docs.unity3d.com/Documentation/Components/class-AudioListener.html
Products by Cleverous
|| Vault Core : Database
|| Vault Inventory : Multiplayer Inventory
|| Vault Attributes : Character Stats
|| That Hurt! : Dmg Floaties
|| Quinn : 3D

JonathanBurroughs

  • Junior Playmaker
  • **
  • Posts: 73
  • Some kind of independent game developer
    • @HiFiHair
Re: What does "too many listeners" mean?
« Reply #2 on: May 15, 2014, 03:59:35 PM »
There isn't a PlayMaker-specific error which refers to listeners? I only have 1 camera in my scene.

JonathanBurroughs

  • Junior Playmaker
  • **
  • Posts: 73
  • Some kind of independent game developer
    • @HiFiHair
Re: What does "too many listeners" mean?
« Reply #3 on: May 15, 2014, 04:02:28 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!

JonathanBurroughs

  • Junior Playmaker
  • **
  • Posts: 73
  • Some kind of independent game developer
    • @HiFiHair
Re: What does "too many listeners" mean?
« Reply #4 on: May 15, 2014, 04:50:22 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.

JonathanBurroughs

  • Junior Playmaker
  • **
  • Posts: 73
  • Some kind of independent game developer
    • @HiFiHair
Re: What does "too many listeners" mean?
« Reply #5 on: May 15, 2014, 05:00:56 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()