![]() ![]() that way they would all be in time if i kept it at a steady tempo and time signeture. Just to be clear, The audio source field that I am dragon it to is the 'script' where I declared a "public AudioSource mySound". i was wondering if there is a way to play all the sounds at the same time but have them on mute, then to be able to unmute and mute a cubes sound source everytime it is triggered by a rigidbody. Maybe they can be incorporated into Unity as a plugin. The AudioSettings class contains various bits of global information relating to the sound system, but most importantly it contains API that allows resetting the audio system at runtime in order to change settings such as speaker mode, sample rate (if supported by the platform), DSP buffer size and real/virtual voice counts. I will look into portaudio and rtaudio, thanks for mentioning them. Now I can drag and drop the prefab audio source on to the prefab game object and it allows it. Yes, its exactly what Im looking to do: something like a combobox containing all possible audio devices with the ability to select one to use for Unity audio output. I then drag the audio source from the hierarchy to the assets and it creates a prefab from the audio source. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. If there is an audioSource on the object you attached this script to, then doing audio.clip. You can iterate over the collection to make queries or changes. I try to relink the audio source in the hierarchy to the prefab but it won't except it in the Audio Source field. The Audio Source plays back an Audio Clip in the scene A Scene contains the environments and menus of your game. Also maybe it is a detail but doing is weird as asource is already an AudioSource type you can just write asource.clip and asource.Play (). AlwaysSunny March 25, 2015, 6:55pm 2 Probably the strongest choice here, without coding a full-fledged audio manager class It is often useful to keep a collection of living entities actors, props, anything you ever want to access or track dynamically. But when I drag the game object to make a prefab out of it and the audio source is still in the hierarchy, when the prefab is instantiated it looses it's reference to the audio source. Seems to be OK if it starts off in the Hierarchy and the audio source is still in the hierarchy. As long as it is not a Prefab it works fine. ![]()
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