Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Master Audio - AAA Sound Solution. #1 audio plugin on Asset Store!

Discussion in 'Assets and Asset Store' started by dark_tonic, Jan 28, 2013.

  1. Falondrian

    Falondrian

    Joined:
    Nov 1, 2017
    Posts:
    72
    Hello, I have a few requests and remarks:

    1. Please allow full master audio script functionality in prefab view. I use an "empty scene and prefab everything" approach with Zenject (I instantiate everything after scene load) and having to drag the master audio prefab into the scene every time for editing is an inconvenience.

    2. It would be great to have an I2 Localization integration (https://assetstore.unity.com/packages/tools/localization/i2-localization-14884)

    3. Why is the MAEditor asmdef included in the player and why does the RIScripts asmdef reference MAEditor? Both seem like unclean dependencies. If something has editor in the name I dont want it to be included in builds.

    4. BulkAudioImporter gives me an InvalidCastException in BulkAudioImporter.cs:977 when hitting Scan Project. The path triggering it is "Packages/com.unity.ads/Plugins/iOS/UnityAds.framework/MuteSwitchDetection.aiff". It returns a UnityEngine.DefaultImporter. Unity 2020.3.23 and Unity Advertisement package 3.7.5.

    5. The audio preview button seems to only work if there is an audio listener in the scene and sometimes only after I entered playmode once. Could you please make it work without an audio listener, just like the unity preview on audio clips?

    6. When setting the playlist volume directly on the master audio script (non-static member) to 0 and then to 1, the volume stays muted

    7. I like to keep my project root clean. MA is the only Asset I have that uses the non-movable "Editor Default Resources" folder. Can you please use a different method to load the editor icons so I can get rid of this folder?
     
    Last edited: Dec 15, 2021
  2. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    I was never notified of a reply, sorry.

    It's not really supported per se, but some people have used scripts to modify DSGC's and add variations to Sound Groups via code. You can find some examples on our private forum.
     
  3. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    Correct, the song must be set to loop, to loop. Your suggestion would work.

    #2, I'm not sure what you're saying the bug is. Please elaborate.

    Since I wasn't notified of replies here, you may want to either email us at support@darktonic.com or use our private forum.

    -B
     
  4. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    I've got you covered on your identical post on our forum.
     
  5. Dainofel

    Dainofel

    Joined:
    Oct 12, 2019
    Posts:
    27
    Hello

    Just a quick question - I recently bought this asset, and I'm trying to set it up.

    I got all events working, except SongEnded. This event doesn't trigger at all.

    I've tried disabling Looping, disabling Auto-Advance clips. All other events fire except this one.

    What should I do to fix this?
     
  6. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    Show me a screenshot of your song settings for the playlist. And have you tried to get it working on one of our example scenes?
     
  7. Dainofel

    Dainofel

    Joined:
    Oct 12, 2019
    Posts:
    27
    Here are the settings of each song, and the settings in the playlist controller


    EDIT:
    Wait, I uploaded the songs with the "looped" on as it was working with LoopEnd. I will try now disabling Loop and checking if song ended fires. If not, I will post here again with the updated screenshots.
     

    Attached Files:

  8. Dainofel

    Dainofel

    Joined:
    Oct 12, 2019
    Posts:
    27
    Yup. I disabled loop and tested it again, and the event SongEnded didn't fire when the song stopped. (I have autoadvance clips disabled on the PlaylistController)

    Edit: I have not tried the examples yet. I will try in a new project and I will let you know.


    Here's the code:

    Code (csharp):
    1.  
    2.  
    3.     public void InitializeMusicManager(GameManager _gameManager)
    4.     {
    5.         gameManager = _gameManager;
    6.         timeManager = gameManager.WorldManager.WorldTimeManager;
    7.         playlistController = PlaylistController.InstanceByName("PlaylistController");
    8.         playlistController.PlaylistEnded += PlaylistEnded;
    9.         playlistController.SongChanged += SongChanged;
    10.         playlistController.SongEnded += SongEnd;
    11.         playlistController.SongLooped += LoopEnd;
    12.  
    13.         //masterAudio.customEvents[0] += SongEnd;
    14.     }
    15.     private void SongEnd(string songName)
    16.     {
    17.         Debug.Log("Song ended!");
    18.         /*
    19.         if (changeToGameMusic)
    20.         {
    21.             changeToGameMusic = false;
    22.             if (timeManager.CurrentDayStage == DayStage.Morning || timeManager.CurrentDayStage == DayStage.Afternoon)
    23.                 PlayTravelDayPlaylist();
    24.  
    25.             else
    26.                 PlayTravelNightPlaylist();
    27.         }*/
    28.     }
    29.  
     

    Attached Files:

    Last edited: Jan 13, 2022
  9. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    It's strange that it doesn't work, I'll report back on this when I have fixed the issue. Thanks!

    -Brian
     
  10. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    Here's the fix for the SongEnded event. Move the line in yellow up from down below to where it is, in PlaylistController.cs

    upload_2022-1-13_18-28-7.png
     
    Dainofel likes this.
  11. Dainofel

    Dainofel

    Joined:
    Oct 12, 2019
    Posts:
    27
    That solved it. Thanks for the quick help!
     
    jerotas likes this.
  12. Evgeny-Eliseev

    Evgeny-Eliseev

    Joined:
    Jan 21, 2015
    Posts:
    19
    Hello, is there right way for unload MasterAudio Instance? (And unload all loaded addressables)
    We reload the game if an exception raised during gameplay, but looks like MasterAudio has a lot of static variables that keeps in memory on next load.
     
  13. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    All the static variables will be re-initialized and cleared during "Awake" so it's not an issue.

    If you have a particular issue, please let me know what it is.
     
  14. Evgeny-Eliseev

    Evgeny-Eliseev

    Joined:
    Jan 21, 2015
    Posts:
    19
    We have the next exception

    Code (CSharp):
    1.  
    2. NullReferenceException: Object reference not set to an instance of an object.
    3.  
    4. AudioClipOptimizer.CachedName (UnityEngine.AudioClip clip) (at <00000000000000000000000000000000>:0)
    5. DarkTonic.MasterAudio.AudioAddressableOptimizer+<PopulateAddressableSongToPlaylistControllerAsync>d__7.MoveNext () (at <00000000000000000000000000000000>:0)
    6. UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0)
    7. DarkTonic.MasterAudio.PlaylistController.PlaySong (DarkTonic.MasterAudio.MusicSetting setting, DarkTonic.MasterAudio.PlaylistController+AudioPlayType playType) (at <00000000000000000000000000000000>:0)
    8. DarkTonic.MasterAudio.PlaylistController.PlayTheNextSong (DarkTonic.MasterAudio.PlaylistController+AudioPlayType playType) (at <00000000000000000000000000000000>:0)
    9. DarkTonic.MasterAudio.MasterAudio.StartPlaylist (System.String playlistControllerName, System.String playlistName, System.String clipName) (at <00000000000000000000000000000000>:0)
    10. AppSystems.Loader.Tasks.LoadMusicTask+<Execute>d__2.MoveNext () (at <00000000000000000000000000000000>:0)
    Only on restarts and only on devices.
     
  15. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    I fixed a bug with that text last week. Please email us at support@darktonic.com with your Asset Store invoice PDF file and I'll send you the latest.

    -Brian
     
    Evgeny-Eliseev likes this.
  16. Evgeny-Eliseev

    Evgeny-Eliseev

    Joined:
    Jan 21, 2015
    Posts:
    19
    I wrote you email, but there no answer yet :)
     
  17. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    It's in my spam folder, thanks. I'll answer today.
     
    Evgeny-Eliseev likes this.
  18. Staranchor

    Staranchor

    Joined:
    Jan 22, 2022
    Posts:
    7
    Why I paused PlayList. And then Unpause the PlayList. Clip does not continue, but starts from 0
     
  19. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    Not sure, I fixed a few bugs in Playlist call controller recently. Email us with your asset store invoice pdf file for the latest and see if it's fixed first.
     
  20. Staranchor

    Staranchor

    Joined:
    Jan 22, 2022
    Posts:
    7
    Isn't the latest version in the store? I didn't buy it using this account
     
  21. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    The latest *published* version is on the store. The next update is a paid upgrade to a new package "Master Audio 2022". Coming in a few weeks. I am offering you the beta for free to see if the bug is fixed without waiting.
     
  22. Staranchor

    Staranchor

    Joined:
    Jan 22, 2022
    Posts:
    7
    upload_2022-2-10_16-6-51.png upload_2022-2-10_16-7-8.png
    When THE Clip file is in the second AudioSource, I pause the PlayList and unpause the PlayList will give an error. I don't know why an empty Clip is passed to GetClipDuration()
     
  23. Staranchor

    Staranchor

    Joined:
    Jan 22, 2022
    Posts:
    7
    upload_2022-2-10_16-14-13.png
    Is the method I'm using to play music incorrect?
     
  24. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    It doesn't make any error for me in the latest like that, although there about a dozen settings I'm not what you have set. Best if you either send me an example project so I can check if it breaks, or you get the latest beta from me. There were a lot of Playlist Controller bugs fixed.
     
  25. Staranchor

    Staranchor

    Joined:
    Jan 22, 2022
    Posts:
    7
    Last edited: Feb 10, 2022
    jerotas likes this.
  26. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    I haven't received any email. I checked my spam folder too. Can you re-send please?
     
  27. Staranchor

    Staranchor

    Joined:
    Jan 22, 2022
    Posts:
    7

    It should have been sent successfully, I just sent another email to you
     

    Attached Files:

  28. Overlogical

    Overlogical

    Joined:
    Sep 12, 2020
    Posts:
    12
    Hi, I have seen the new version on the store. How do existing customers get an upgrade price as you mentioned and how much will it be for MasterAudio license owners?
     
  29. skinwalker

    skinwalker

    Joined:
    Apr 10, 2015
    Posts:
    505
    Hi,

    If I'm using the old master audio and buy the new one, can I upgrade my project without breaking anything?
     
  30. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    Thank you, replied to several this morning. Hopefully one was yours.
     
  31. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    I just submitted MA 2022 to the Asset Store yesterday, and thought it wouldn't be live for a week or so. I see that it's live. I have now set up the upgrades. You should see that it's free for Multiplayer users and $10 for regular MA users. The $10 upgrade is only for one week, so I'd get on it. It will revert to $20 after a week.

    Thanks,
    -Brian
     
  32. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    Yes. It's more likely to fix a bunch of things than break :)
     
    skinwalker likes this.
  33. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    Master Audio 2022 is released! It's a major version, paid upgrade. Don't worry, it's only a $20 upgrade so grab it now here.

    Major features include the ability to loop a section of a song and multiplayer functionality previously only included in the Master Audio Multiplayer plugin.

    Huge release! Full changelog:

    • Fixed bug where Variations were not found because of name containing "Clone" for Variations with Weight > 1.
    • Fixed bug in Unity 2021 where domain not reloading settings broke outside the editor.
    • Fixed bug with calculation of "is too far away to play" Audio.
    • Fixed bug where Group Polyphony Limit didn't work properly on certain settings.
    • Fixed bug where after a Variation fade, changing the Master Mixer Volume would set the volume to a percentage of the original pre-fade volume.
    • Fixed bug: Sound Group Organizer didn't copy Voices field.
    • Fixed bug: Turning on both "Use Closest Collider Position" and "Follow Caller" for Ambient Sound would make the collider positioning not work.
    • Fixed bug: Warming sound, if Resource File, would not disable itself after playing during warm up.
    • Fixed bug: Previewing in edit mode would randomly stop working after 1 minute of inactivity.
    • Fixed bug: Sound Group Organizer didn't copy any Variations past the first.
    • Fixed bug: Occlusion would stop raycasting if occluded for more than a couple seconds. Couldn't restore non-occluded sound.
    • Fixed allocations in Chained Loop code.
    • Fixed warning with Multiplayer Mirror integration.
    • Fixed bug with StreamAssets and Bulk Audio Importer (crash).
    • Fixed bug where EventSounds OnEnable event wouldn't play a sound on first frame.
    • Fixed bug where SongEnded event would no longer fire on PlaylistController.
    • Fixed obscure bug with unpause on PlaylistController causing the music to stop.
    • Fixed bug in Unity 2021 where Bulk Audio Importer spammed errors on scanning.
    • Fixed bug in EventSounds where Playlist events wouldn't play during OnEnable. Now they play during "Start" instead if so configured, since PlaylistController is ready by then.
    • Fixed bug where Playmaker Custom Actions would spam the Console when editor stopped or Scene unloaded sometimes.
    • Fixed asmdef files package so that they only work in the editor.
    • Added integration with all Opsive plugins!
    • Changed Voices / Weight label to have a slash instead of parentheses. Clearer purpose.
    • Changed "Song Start Time Mode" on songs in a Playlist to "Begin Song Time Mode".
    • Added "Multiplayer Capability" checkbox to the Welcome Window, off by default. Check the box to get multiplayer versions of Event Sounds, and the MechanimState scripts.
    • Added new asmdef packages for users using Addressables and asmdefs. The existing ones didn't compile if you turned on Addressable support.
    • Added ability to specify a Custom Event to fire at the end of fades/pitch glides in Event Sounds for: Pitch Glide in "Play Sound", Sound Group Fade To Volume, Sound Group Glide By Pitch, Bus Fade To Volume, Bus Glide By Pitch.
    • Added missing "Use Clip Age Priority" checkbox to Dynamic Sound Groups.
    • Added "Section" option for "Begin Song Time Mode" for Songs in Playlist Controller. This allows you to set a loopable section of a song. You set the start and end time in seconds.
     
    Last edited: Apr 18, 2022
  34. OscarLeif

    OscarLeif

    Joined:
    Jul 17, 2016
    Posts:
    68
    Hello I think I found an Issue with Unity version 2021.2.11f1.
    I just Create a new Project import Master Audio 2022 and shows error when trying to build an Apk File.
    No errors in the Editor but it will trigger this error when you build the project.

    Code (CSharp):
    1. Assets\Plugins\DarkTonic\MasterAudio\Scripts\Singleton\MasterAudio.cs(793,17): error CS0103: The name 'MasterAudioReferenceHolder' does not exist in the current context
    2.  
    quick solution could be.
    in MasterAudioReferenceHolder.cs I just comment or delete && UNITY_EDITOR
     
    Last edited: Feb 13, 2022
  35. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    I was able to reproduce the issue building to a PC Standalone. I would try deleting "&& UNITY_EDITOR" as you suggested and see if everything works properly. I don't see why it wouldn't.

    Please let me know and I'll make the change as well.
     
  36. Staranchor

    Staranchor

    Joined:
    Jan 22, 2022
    Posts:
    7
    After updating the new version my problem has been solved,Thanks
     
  37. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    Good to hear, thanks!
     
  38. GameRickster

    GameRickster

    Joined:
    Apr 28, 2018
    Posts:
    14
    Hello, someone told me to check this out, before I buy, can I sync music to PUN with this? I am creating a multiplayer concert, and when new people join the concert I need the music to be playing the same timeline for everyone. Can this be done with this asset? Thank you.
     
  39. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    No, there is no music sync. There's no exact sync of anything. It's always subject to network latency per client.

    Thanks,
    -Brian
     
  40. GameRickster

    GameRickster

    Joined:
    Apr 28, 2018
    Posts:
    14
    Thanks for the reply. Don't need to be exact. Just want the concert music to start and end at the same time for everyone. Can be off by a few seconds. Guess I can have the concert start once everyone is in the room/scene and no one else can join once the music has started. Thanks for the help.
     
  41. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    Yeah, that would work fine. You can send a Custom Event or a "Play Song' command over RPC for that, from the Event Sounds component with no coding.
     
  42. GameRickster

    GameRickster

    Joined:
    Apr 28, 2018
    Posts:
    14
    Sorry to sound dumb, Event Sounds component is part of the package?
     
  43. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    Yes, it's the major reason why no coding is necessary for most behavior.
     
  44. GameRickster

    GameRickster

    Joined:
    Apr 28, 2018
    Posts:
    14
    I will let you know if I have any issues after I buy it and try it. Thank you!. (It will be a while, my client is the one that will purchase). Thank you!
     
    jerotas likes this.
  45. Laruda

    Laruda

    Joined:
    May 26, 2018
    Posts:
    2
    I am getting this error when I try to build, I dont know why, I have the lastest version of the new MA 2022 I don't even have MA in my scene testing.
    btw my unity version is 2021.2.11f using URP

    from editor.log
     

    Attached Files:

    Last edited: Feb 18, 2022
  46. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    Someone else posted this issue the day of release and I posted the fix if you scroll up a bit. Anyway I'm submitting the update to the store now so hold tight and I'll post here when it's ready.
     
  47. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    V 1.0.1 should be live in about 15 minutes. Changelog:

    • Fixed export problem with MasterAudioReferenceHolder.cs
     
  48. Laruda

    Laruda

    Joined:
    May 26, 2018
    Posts:
    2
    Thank you
     
  49. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,555
    No problem.
     
  50. wechat_os_Qy04XrhqnHG1iUUsofBI01l04

    wechat_os_Qy04XrhqnHG1iUUsofBI01l04

    Joined:
    Nov 15, 2021
    Posts:
    4
    Assets\Plugins\DarkTonic\MasterAudioMultiplayer\MasterAudioMultiplayerAdapter.cs(2635,36): error CS0117: 'Utils' does not contain a definition for 'GetSpawnedInServerOrClient',@ line 2635