As you can verify with our demos, it’s absolutely possible to play many stations at the same time. The only limitation is the Internet-connection.
The output is routed to an AudioSource which has “Spatial Blend” for 3D positioning (like distance etc.). But atm, we use OnAudioFilterRead which “ruins” the effect (distance is working). This will be fixed in the upcoming release 2.3.0
We are currently working on an other asset which would allow you to play your own (local) music. It will also have a “setlist” function and many more gimmicks for personalization. I think this is what you are referring to. If everything goes according to plan it will be in the Asset Store in a few weeks. Also, with the “Radio” asset you can provide music in your own network by securing the endpoints (e.g. with HTTP-authentication).
The implementation for access control is up to you. In our case, we simply read the current stations from a file on our web server. But you could handle this with an API and a real “webapp” behind it.
Unfortunately, I can’t access pandora.com from Switzerland during licensing constraints…
But as long as you can access an OGG or MP3 stream it should work.
You can test it with the **demo **app (“SimpleUI”-scene) by replacing the url etc. with the desired values.
Thanks for the quick reply Stefan.
The client I’m working with has the backing of Pandora so just looking for possibilities in regards to streaming from Pandora in a mobile app.
I’ll give the demo app a go.
Cheers
Red
Hi Stefan,
Just bought this. It’s good. Built an osx standalone and it works.
Is their a demo scene that shows how to use this across different scenes, so the audio keeps playing?
If not, documentation?
That would be quite helpful.
What’s your rough eta on your dj app so players can hear their own music?
Will it work on OSX?
To survive a scene switch create the following script “SurviveSceneSwitch.cs” in your project:
using UnityEngine;
using System.Collections.Generic;
public class SurviveSceneSwitch : MonoBehaviour {
public List<GameObject> Survivors = new List<GameObject>(); //any objects, like RadioPlayers
private Transform tf;
void Awake () {
tf = transform;
DontDestroyOnLoad(tf.root.gameObject);
}
void Start () {
foreach (GameObject go in Survivors) {
go.transform.SetParent(tf);
}
}
void Update () {
if (Time.frameCount % 150 == 0) { //ensure every 150 frames that the parent is still this object
foreach (GameObject go in Survivors) {
go.transform.SetParent(tf);
}
}
}
}
After that, open your scene from where the sound should start, add an empty gameobject and call it “Survivor”. Then add the script from above and drag’n’drop all needed “RadioPlayers” (or any object that should survive the scene switch) and you’re good to go.
You can add the desired objects also via scripting by adding them to the Survivors-list.
About the DJ: it will be available at the end of the month. We’re currently in an extensive testphase and will submit it by the end of the next week. After that, it’s in the hands of the UAS-team.
It will work (like Radio) on any platform, including OSX.
The various internet Radio stations pay copyright bills, they are the ones sending the music. Again, since this asset does NOT SEND any music but just RECEIVES it (including commercials of the various stations), there are no legal ramifications. Plus you can’t save or repeat any of the music, it’s just like listening to Radio stations the “old school” way.
BUT: We talked to copyright experts here in Switzerland, and the legal documents linked above are also Swiss. Unfortunately, we can’t look up each and every country’s laws regarding this issue.
The following links to music licensing bodies may be of help:
On a more general note:
We included the various stations in the demo scene mainly to show that it works technically and also for fun (we like music and it was interesting to find all these different radio stations).
If you plan on including stations in a game that you release on a commercial basis, we strongly recommend that you contact the stations you want to use yourself.
We currently working on the 2.4.0 update of Radio.
We’re happy to announce official demos and packages for the following assets in our upcoming release:
“Radio” isn’t designed for this purpose, but it’s possible.
We will release our new asset “DJ” in a few days - it’s much better for local an remote files…
Anyway, here is a working setup for “Radio”:
It’s important to set the “Cache Stream Size” higher than the file size!
I’m glad it worked!
We made large general improvements in Radio over the last weeks, so DJ is a bit delayed.
But we will release it soon, I promise (and will post it here when it’s ready)!
Thank you for buying “Radio PRO” and your feedback!
We already removed the “Standard Assets”-part in the upcoming version. It’s only used for the 3D-audio demo scene and should be added manually if the scene is needed…