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You can't unfortunately ... all Resonance Audio Sources go directly to the ResonanceAudioRenderer so any mixer effects or volume before the...
You can have loads of AudioSources ... the number is specified in the Project Settings for Audio. [ATTACH] This means that 32 audio sources can...
You can do this on individual AudioSources using OnAudioFilterRead() but for the AudioListener output you need to use AudioListener.GetOutputData...
I know that Unity will change the AudioSpeakerMode based on the actual driver capabilites of the sound deice it's playing through. So if your...
What we do is we have a "bezier curve path" that can be drawn in the editor and the AudioSource position gets fixed to that path... Then the...
This should be fairly straight forward .... the property you need to affect is AudioSource.volume where volume is a float between 0.0f and 1.0f ....
Check that you don't have "Mute Audio" turned on in the Editor!!! [ATTACH]
If you are calling PlaySingle() all the time then it is using the same AudioSource (efxSource) to play all the sounds you are calling ... I...
Could this be to do with your pitch settings for the missile?? Also it could be to do with the fact that you are looping the sound? Maybe the...
I think you should add other audiosources in this case ... unless there is some reason you can't or don't want to? At least you should have a...
You min and max distance also look screwed up - but yes you need the volume to be an actual curve!
In the Video Player object set the "Audio Output Mode" to be an Audiosource object in the scene. The audio source shouldn't have a clip attached -...
When converting from float to decibels for mixer fader volumes you need to take the float and do this calucation: log10(float)*20
To follow up on jerotas importing audio as mp3 to Unity is also doubly useless as Unity uses Vorbis as a compression format. So if you want to...
Unity doesn't have a random sound/pitch ability built in ... however it is fairly easy to add this as a custom script and have it added to an...
I can't see why you would want to do this? Is there any reason you don't stick with FMOD running sound if you are using it anyway?
One other trick that people will use for revving engines is to have different loops at different RPMs and then blend between them. This is because...
Might be worth trying with this as well? https://docs.unity3d.com/ScriptReference/AudioListener.GetOutputData.html Seems strange to me ... I...
Need more info on this ... is it set to be a 3D sound? Volume set correctly? Is it output to any Audio Mixers? Screenshots would help too!
Unfortunately the Shepard Tone is a bit more complex than just increasing the pitch of one sound ... and in order for the illusion to work the...