[u]★GIVEAWAY INFORMATION★[/u]
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Greetings Unity!
I have started work on a utility to accompany my upcoming audio asset releases - the first of which is awaiting approval to the asset store right now! I will likely release this for no cost or low cost as well, depending how much work ends up going into it.
I need your input to make this a utility that you and others will benefit from! If there’s something you want to see, or even if you just like how it looks so far, please leave a reply. It would mean a lot to me!
Audio implementation is something many game developers are intimidated by. Particularly arranging what to play, when and where to play it, how loud to play it, and how to fade it out depending on the situation.
What is this asset and why are you developing it?
I’m developing this utility to give any developer or artist an easy, efficient, and polished way to implement their audio assets into their projects. Utilizing multi-dimensional lists, AudioSource pooling, and an understanding of editor scripting, I am assembling an asset that feels like a built-in solution to your audio woes.
On the outside is a clean, simple control panel for creating playlists and making them sound great. There are presets that have built-in settings to get you started, and an in-depth editing window in case you want to get to the nitty-gritty details.
Under the shiny exterior is powerful editor code that works for you. You won’t have to worry about sifting through lines of code in order to play your sounds, or unfolding countless foldouts to get to the place where your audio clip is stored. There are pre-made scripts that you can drop onto your player, NPC, environment, and more that will let you get your sounds into your game right away. You’ll be hearing your player’s footsteps and listening to creative variants of your environment sounds in no time at all.
Don’t see a script that fits your scenario in the package? üCompose classes are written with easy to grasp methods that you’ll understand just by looking at the name. If you get stuck, you’re just a click away from the extensive documentation that helps you solve your problem immediately.
Even if you’re an expert in C#/JS and organization, setting up audio functions can become mundane, ugly, and really distracts from letting you get to work on the fun stuff!
This feature-filled asset will let you:
- Add and remove playlists
- Populate playlists with songs, and remove them just as easily
- Easily define playlist settings like loop styles, playlist volume, fade styles, and more!
- Randomize your audio’s volume, duration, pitch, stereo pan, and just about anything else to give your sounds a truly dynamic feel. All this with a click of a button.
- Use the “SFX” tab to create separate sound effects playlists, which let you individually edit each effect’s volume and variation intensity.
- Pre-made scripts that you can drop onto your GameObjects and set up in seconds. Including player, NPC, environment, weather, and more!
- Simple and extensive documentation to let you harness the full power of the asset.
Proposed Features:
- Controlled variation/randomization of SFX, environmental sounds, ambiance, volume, pitch, EQ, and other effects.
- Implement intensity system in which you can define different music for different levels of intensity (i.e. player is low on health, play music louder and switch to fast-paced playlist while also increasing bass response).
- Create a central and automatic audio manager that has a variety of static functions/methods so that users can spend less time coding. This would be accomplished through an in-depth state machine that checks a variety of parameters. (i.e. weather, time of day, proximity to tagged objects, defined zones, what texture you’re on).
- Easy creation and management of playlists/collections of sounds that give different areas noticeably different ambiances without having to create a whole new library. This would be done utilizing Unity 5’s extensive audio effects to creatively alter sounds depending on the environment (ties into metadata).
If you have any additions or suggestions, be it UI design, features, or other, please leave it in a comment below. I would truly appreciate your input!
Best,
Addyarb
Update 0.1 : UI
- Added many new UI changes/features including tabs to easily navigate
- Improved saving feature
- Rearranged window structure
Update 0.2 : UI + Structure
- Added comprehensive UI adjustments and improvements
- Created category class that houses many variables you may adjust, as seen on the 3rd window in the screenshot.
- Added ability to delete environments/collections via a delete tab.
So this update was more focused on UI than I thought it would be! I’m sure you’ve all been in a situation with your games where you just want to make everything look pretty UI-wise. Well I’ve been caught up in the same situation lately.
That being said, I want to make the UI super easy to use so that programmers and artists alike can use my utility to store, access, and process their audio with no confusion. I’m certainly learning some new methods of integration and optimization as I go here ! (Thanks MDSN)
Update 0.3 : UI + Utility
- Added simple one-line methods to play, pause, continue, and other general audio methods.
- Added a help box to the bottom of each panel, and added 20 messages to help guide the user through the process of creating playlists and adding audio.
- Added automatic fade-in/fade-out if the sound is not an SFX
- Simplified UI to include all utilities as tabs of the main window (see image).
- Added functionality to editor, including the ability to remove playlists, delete specific audio clips easily from playlists, create new instance of Playlist script for each existing playlist and remove them/reuse them efficiently.
- Made UI resizable to almost any width/height you can imagine for easier integration into user window setups.
- Various UI improvements to improve simplicity and usability.
Update 0.4 : Intensity… (coming soon)