V2.7 is now live on the Asset Store. Start integrating with Playmaker!
Great support! Thank you very much.
Awesome!
Been meaning to ask this, but I’m getting two types of errors that don’t appear to affect anything when I play, yet they consistently pop up.
and
Thoughts?
Steve B, I was getting those errors as well and fixed them (at least for me) in a bug fix that’s included in the newest version. Let me know if you’re still getting those after updating. If so, which version of Unity are you on?
I was getting that error when using EventSounds’ “disable” event with “attach to caller” and when something would deactivate the entire game object, including the attached sub prefab which had the Audio Source. As I said, I could no longer reproduce the error on Unity 3.5.7 after my bug fix.
I’m on the latest and greatest of everything (OS, Unity Pro/iOS Pro, every Assetstore asset including Master Audio). This error occured on 2.6 and yea again on 2.7.
The only thing I’m doing is calling sound events for footsteps:
void WalkStep_Left()
{
//MasterAudio.PlaySound("Dirt_StepA", FeetLocation);
MasterAudio.PlaySoundVariable("Dirt_StepA", VolumePercentage, FeetLocation, "", AttachToSource);
}
Pretty straight forward and the ‘Source’ object isn’t going anywhere other than along for the ride with the character.
What version of Unity are you using (sounds like 4.2.1 right?) and how many variations do you have for that sound? Also what is the weight of each variation? I will try to reproduce it on my computer. I suspect it’s a Unity 4 problem only. I use 3.5.7 when working on plugins.
Unity 4.2.0f4 (no updates available when I check)
Four sounds total (the primary footstep sound and three variations).
Thanks for the quick response Brian!
-Steve
Hmmm Playmaker gave me the exact same error during a PoolManager State…
…but during the Master Audio error I’m not using PoolManager nor am I spawning/despawning anything, hmmmm.
EDIT: Just to clarify; the error I got during the PoolManager state was due to my using ‘Attach to Object’ for the called sound right when I was in fact Despawning the object…the error made sense.
Since I’m not any such thing to the footsteps that error makes a little less sense…
Please add me on Skype, user name is briandhunsaker. I’ll be online shortly and see what we can find.
aw yiss
Not sure how I missed earlier references to attaching sounds, but awesome! Solved one of my few qualms with the asset.
Indeed SteveB, this error only occurs in Unity 4. I will try and find a way to fix it in both versions now. I have an idea that will probably work.
By the way, I have 4.2.1f4 installed, not sure why you don’t see that version unless it was recalled?
Nope its on the download page but Unity itself says I’m up to date…
Downloading now…
SteveB, you could just go ahead and delete the entire innards of the Reparent method inside SoundGroupVariation for now. That is meant to put the variations back into the MasterAudio Hierarchy when the prefab containing the variation (it got attached there) despawns or becomes inactive. When it despawns it works fine, but setting the game object inactive recursively makes Unity 4 complain. I’m fixing it by doing a delayed reparenting, but it’s not trivial. Will have a hot fix soon.
Sounds good Brian thank you ![]()
Bug fix for the reparenting issue submitted: v2.7.1, should be live soon ![]()
Wanna share your remaining qualms? Everything is up for discussion / debate.
V 2.7.1 with the hotfix is live on the Asset Store. Yay!
Not being able to call MasterAudio methods from a .JS is becoming problematic. I had to move my script into /Standard Assets, but now thats introduced other problems with my code, never mind I already had my scripts nicely organized outside of /Standard.
I’m sure you’re aware if you try to call MasterAudio.Playsound in a JS, you get:
Any suggestions?
I believe you’re supposed to move the scripts from MA (and every other plugin you have that’s in C#) into Standard Assets, then everything else you wrote you can keep in Assets. This page was where I read this: http://answers.unity3d.com/questions/48874/accessing-javascript-variable-from-c-and-vice-vers.html
It’s pretty normal to have to use the “special folders” when you use more than one language in Unity. I hear it happens less often if you stick to writing C# yourself since most of the popular packages on the Asset Store are written in C#, however I do have a couple JS packages I got there that can give me the same problem.
Okay see I was reluctant to move anything that wasn’t created by me.
Should I move the entire folder, specific scripts or what? I don’t want to break anything further when I can work around this if need be…
Thanks Brian
-Steve