Right, that is in the plans. I can’t get Fraps to work on my computer currently.
We got a not-so-good review (the first) on the Asset Store today. I have already replied there and I don’t think the reviewer has posted on this thread before. If anyone knows how to get ahold of “Sam G” I would appreciate an email address as I don’t know when he will read the reply and he probably will not be notified (not sure if reviews has such a feature?).
It is true that we can’t please everyone all the time, but we can try our utmost!
Master Audio 2.6 (for real this time) is live on the Asset Store. Multiple playlists and the other new features are now yours ![]()
Downloaded earlier and wow. This is exactly what I was looking for. The multi-playlist feature is a god send. Everything seems alot easier to setup now as well. My only question: Is there a way to add in a quick preview of each sound clip? I thought I had seen that as an added feature, but I cant seem to find it.
All in all Master audio is exactly what I was looking for.
Thanks!
Currently the preview feature only works “while playing” in the Editor. What happens is the Delete button in the mixer section for each Sound Group turns into a speaker icon you can click on. That way you can hear the full randomness including weights and variations.
Definitely the setup of variations and groups is much much faster now due to the new drag and drop (allows multi).
Hi, I purchased Master Audio recently, but haven’t had the chance to play around with it yet.
I bought it not knowing that I would be getting Playmaker as well. I noticed that some of the other audio managers support Playmaker and was wondering if Master Audio will be including custom actions for it in the future?
Thanks!
Hi Korindian, we are currently checking out Playmaker for our other plugin, Killer Waves, and will definitely be keeping Master Audio in mind as we work out how we’ll integrate them all.
What sort of custom actions would be most useful to you?
To be honest, I don’t even know yet. It’s good to know you’ll be integrating it in the future.
I’m thinking it may benefit my coding experience to learn to write my own custom actions…
That’s definitely true, but we will also take care of you for this plugin ![]()
I have to say the video looks great, and the interface of Master audio looks neat, when you integrate it into playmaker it will be a must buy for me, I bought another audio plugin pure because it had playmaker already integrated, but I did not like how busy the interface looks so I may switch because these two aspects:
Playmaker + interface.
Assuming performance and memory is optimised for mobile usage on both.
The new video is up. I took down the old video, so you may have a “bad link” in your ReadMe file. Download the latest readme here: https://dl.dropboxusercontent.com/u/40293802/DarkTonic/MA_ReadMe.pdf
And the new video is here:
Sorry about that!
Good to know, thank you! Performance here is heavily optimized. As long as you don’t run hundreds of different clips in a single scene, memory usage will also pose no problems. Our studio’s first game runs MA with about 120 clips in the busiest scene and there is almost no profiler footprint. Non-streaming sounds do take up RAM of course, but we set the sample rate only as high as necessary for good sounds.
An update to say that we’ve finished one custom action that can call all 2D / 3D variations of “PlaySound”. Here’s the UI for a teaser!

Unfortunately I don’t think there’s an easy way to make it so you can pick the Sound Group name from a dropdown within Playmaker UI.
Playmaker, yay!!!
ETA Brian!?! ![]()
-Steve
Hmmm quick question, and as always I try my best to search first but I can’t find that this has been talked about in any more detail from the docs, but I apologize if I just missed it.
…you have three options for Sound Spawn Mode, of course Master Audio Location, Caller Location and Attach to Caller. I believe I understand that:
Master Audio - Play at location of the Master Audio Prefab (attached to my camera fyi)
Caller Location - Play the sound at the last location of the Transform before sound began?
Attach to Caller - Play sound at the continued location of the Transform (like Helicopter flying by)?
Do I have this correct?
I’m firing events from Mecanim (Event System) and using a script to then play the sounds:
void WalkStep_Left()
{
MasterAudio.PlaySound("Dirt_StepA", FeetLocation);
}
…and what happens is that the sound plays in the environment (vs. the Master Audio location) but as I move around the world and rotate the camera the sound shifts around, as if the sound is playing from somewhere in the environment and not with the object (FeetLocation) as it moves with the character.
Is it yet possible to play sounds from moving objects? Is this bit of code what I need?
MasterAudio.PlaySoundVariable(string soundType, float volumePercentage, Transform
sourceTransform, bool attachToSource);
If not what is the best way to handle this situation (other than not use Master Audio)?
Thanks guys!
-Steve
I should be done with everything in the next couple days.
“Attach to caller” translates into using the “bool attachToSource” parameter as true, that is correct. That will physically move the AudioSource onto the object “making” the sound so it will follow it around no matter what you do. If you look inside EventSounds.cs that’s what it’s using under the covers.
Got it and yup works perfectly.
Thanks man and wonderful news about the PM integration!
-Steve
In most cases it works perfectly. I found a couple bugs and have fixed them for the next release, which may be submitted tonight!
I just submitted V2.7 to the Asset Store. Now we have FULL Playmaker support and a lot of other things were fixed:
- Added 19 Playmaker custom actions in a Playmaker optional package included in the plugin.
- Dragging songs to a playlist now uses the first song for one if it has no clip.
- Master Audio now complains if “play sound” methods are called and there is no MasterAudio prefab in the scene.
- Now sorting Sound Groups alphabetically in each bus and in “no bus”.
- MasterAudio.PlaySound now also supports “attach to caller”.
- Added warnings about Playlist methods being disabled if you use “single audio source” instead of PlaylistController.
- Audio Event script now labels dropdowns correctly as “Sound Group”, not “Sound Type”.
- Added settings for “missing sound log mode”, which defaults to logging errors, but you can switch to log warnings instead.
- Added optional child name parameter to PlaySoundVariable as well.
- Removed useless “attach to source” parameter from 2D version of PlaySound method.
- Added StopPlaylist method.
- Bus volume command changed name. Also added “SetBusVolumeByName”.
- Fixed bug: attaching sound to prefab didn’t play the sound from the correct location the first time.
- Fixed bug: when attached to prefab, calling setActiveRecursively (Player dies in demo scene), the Audio can no longer be played the next time.
I also added a much needed table of contents to the documentation, which has been re-organized (link in the OP).