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Large Sound Generator update coming soon

Discussion in 'Assets and Asset Store' started by DarkArts-Studios, Jul 17, 2014.

?

Which changes would convince you to add Sound Generator to your toolkit

  1. Full game project examples

    0 vote(s)
    0.0%
  2. More videos on how to create various sounds

    1 vote(s)
    50.0%
  3. Being able to share and/or download sound compositions made by other users

    0 vote(s)
    0.0%
  4. More filters and built-in effects

    2 vote(s)
    100.0%
  5. A larger collection of pre-created compositions to be able to use out-of-the-box

    1 vote(s)
    50.0%
Multiple votes are allowed.
  1. DarkArts-Studios

    DarkArts-Studios

    Joined:
    May 2, 2013
    Posts:
    389
    logo_sound_generator-0-smaller.png
    Asset Store: http://u3d.as/5AX

    Hi Everyone,

    I've been working on a very large update to Sound Generator and would appreciate your feedback on what you think is most important. This poll will be taken into account going forward an in order for my asset to best serve your sound needs.
     
  2. Nifflas

    Nifflas

    Joined:
    Jun 13, 2013
    Posts:
    118
    Personally, I don't use assets that rely on compiled dlls unless the source for them is included. I'd have been interested otherwise tho.

    Edit: Sorry I didn't get they were simply dot net assemblies. In that case this is no problem.
     
    Last edited: Jul 17, 2014
  3. DarkArts-Studios

    DarkArts-Studios

    Joined:
    May 2, 2013
    Posts:
    389
    Unfortunately that leaves no possible way to use namespaces from within javascript. It also severely limits a publisher/developer like myself from refactoring their "under the hood" codebase since the Unity upgrade process simply does not cater for file (script) removal.

    Those are just two examples, without this turning into a Pros vs Cons on DLL usage, however that said it's simply a case of this particular style of bundling allows me, as a developer, a lot more flexibility and allows me to update and roll out new releases and updates faster since it allows me, personally, a better workflow.

    I'm curious though what your aversion to compiled DLLs is.

    [EDIT] Keeping in mind that these are dot net assemblies, not traditional "DLLs" so it's very simple to open and view all the source within with many available tools. However thank you for your input and I'm certainly open to bundling the source code in future updates.
     
  4. Nifflas

    Nifflas

    Joined:
    Jun 13, 2013
    Posts:
    118
    Ah, I didn't consider that they were simply dot net assemblies. Then maybe it's not a problem in this case. The reason I specifically avoid compiled dlls is that I'm unable to make modifications or fixes on my own to the tools I use. The same is of course true for Unity itself, where some unresolved bugs has required some pretty huge workarounds from my side. I still chose Unity since it's such a great tool that the benefits outweighs this drawback. Still, I try to rely on as few "black boxes" as I can during development since it has got me in trouble too many times before.
     
  5. DarkArts-Studios

    DarkArts-Studios

    Joined:
    May 2, 2013
    Posts:
    389
    For your own future reference, if it's not in a "Plugins" folder, then you can be assured it's a dot net assembly. True platform-compiled DLLs have to reside within a Plugins folder.
     
  6. Nifflas

    Nifflas

    Joined:
    Jun 13, 2013
    Posts:
    118
    Thanks for explaining it! I'll add the sound generator to my wishlist, definitely sounds like something I'd like to check out.