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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. spikezart

    spikezart

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    Oct 28, 2021
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    Thanks. I’ve just posted again. Maybe he’s in holiday.
     
  2. jerotas

    jerotas

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    Sorry for the VERY late response, I got no notifications.

    I changed these in the last update. I had to use compile-time directives because the code needs to be different for different versions of Unity. You should be able to search Visual Studio for the offending code. It's still there for the older versions.
     
  3. jerotas

    jerotas

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    Sorry for the VERY late response, I got no notifications.

    You can have as many Playlists and Playlist Controllers as you like. Yes, you can do all that.
     
    spikezart likes this.
  4. jerotas

    jerotas

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    Well, this and Tony's assets (The Dialogue System For Unity is one).
     
  5. jerotas

    jerotas

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    I do check email (support@darktonic.com) and our forums daily. I'd suggest those avenues instead of this forum, which sometimes fails to notify me.

    Forum: https://darktonic.freeforums.net/
     
  6. ZINI-NGR

    ZINI-NGR

    Joined:
    Jan 28, 2013
    Posts:
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    Hi, I have a problem.
    I'm using MA 2022 and Unity 2023.1.3f1 Android.
    I set custum events and when I fire custum event with wav file, it delay about 0.3~0.4 seconds.
    When I test is fine in Unity Editor, but delay in my phone.
    I used this script.

    MasterAudio.FireCustomEvent("OnJump", transform);

    I tested on Galaxy S21. How can I do that?
     
    Last edited: Jul 27, 2023
  7. jerotas

    jerotas

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    It's out of our control. We're still using the FMod Unity audio engine under the covers. I recently tested Android latency on some newer Android devices and it was no faster than the "no latency" native solution. So I scrapped my task to integrate the zero latency native library because it wasn't needed.

    It doesn't sound like you're seeing the same thing though.

    Are you using a preloaded Audio clip?

    It's not a resource file, Addressable or has "Preload Audio Data" unchecked, does it? That always causes latency.

    I'm still not getting notified of replies here, so I'd suggest you email us or use our forum.
     
    Last edited: Jul 27, 2023
  8. rasto61

    rasto61

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    Are there any plans for a Photon Fusion integration ?
    (pun is now mostly being phased out by exit games)
     
  9. dark_tonic

    dark_tonic

    Joined:
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    We definitely need this, also for ourselves as we have an upcoming title which will be made with Fusion.

    We have been in contact with The Photonians regarding integration which needs to come from their side. It's been a little while since we've corresponded, though, we will send a ping their way and see if we can get the ball rolling again.

    Thanks for bringing this up.
     
    schmosef likes this.
  10. rasto61

    rasto61

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    What is needed from their side?
    Last multiplayer adapter was mostly just rpcs iirc? Fusion has even cleaner rpc api than pun.
     
  11. jerotas

    jerotas

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    It was all RPC's yes. I got a message from one of their leads saying "whenever we hear the word RPC, we start to worry".

    Are you telling me that Fusion still uses RPC's? I was led to believe that was not the case, and didn't know where to start. I don't get responses here, so I'd appreciate if we can continue this on email (support@darktonic.com) or out DarkTonic forum here: https://darktonic.freeforums.net/
     
  12. rasto61

    rasto61

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    Maybe he was concerned with a certain inquiry they got often, not sure.
    Fusion definitely has rpc api Remote Procedure Calls | Photon Engine

    Ill probably email, but does Dark Tonic also have a dedicated discord ?
     
  13. jerotas

    jerotas

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    We do have a Discord, although I can't tell you how to find it. Eric will let you know.
     
    rasto61 likes this.
  14. dark_tonic

    dark_tonic

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    Hey Rasto, yeah, you can hop in our Discord here: https://discord.gg/JvdXq68

    See you there! :D
     
    rasto61 likes this.
  15. jerotas

    jerotas

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  16. sacb0y

    sacb0y

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    upload_2023-10-8_2-33-53.png
    I keep getting these errors after updating and I can't get rid of the category. I don't use this function and it keeps bugging me about it when it didn't before.
     
  17. jerotas

    jerotas

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    Put your Inspector into debug mode, then scroll down and find "Custom Event Categories", expand it, and delete all but one of the categories that's named in the error. Then go back to normal Inspector mode.

    I'm not sure how you managed to get the dupe in there, but that will fix it.
     
  18. churi24

    churi24

    Joined:
    Sep 17, 2013
    Posts:
    94
    Hi, I've been reading in the forum that there were attempts to integrate Steam Audio with Master Audio.
    I recently tried to do it in a similar way to how you integrate Resonance Audio. It works well. I think you could provide support without programming too much, just by modifying the helper you created for Resonance. Like with Resonance, I marked "Use Spatializer" to initialize the audio sources, and in the audio sources, I left "Spatialize Post Effects" marked. I added the Steam Audio Source to each Audio Source.

    I set the plugin.
    upload_2023-11-24_12-15-17.png

    I set Use Spatializer.
    upload_2023-11-24_12-15-43.png

    I checked Spatialize and Spatialize Post Effects.
    upload_2023-11-24_12-17-36.png

    I added the script Steam Audio Source in every audio source.
    upload_2023-11-24_12-16-2.png

    I added the script Steam Audio Listener in the Camera
    upload_2023-11-24_12-22-7.png

    Also I added the script Steam Audio Geometry in the walls, and then I've exported the active scene from Steam Audio menu.

    I ran several tests between Resonance Audio 1.2.1 and Steam Audio 4.4.1, all in real-time without baking. I liked Steam Audio more because with Resonance, I couldn't find a way to make the reverb sound project from one room to a hallway, or things like that. Steam Audio projects the sound better.

    In the editor, the performance is terrible. It usually varies between 50 and 200 fps depending on whether the listener is moving or not. My pc is pretty old...
    The difference I found is that Resonance has "better" performance than Steam Audio. In a build with a very simple scenario, Resonance reaches around 900fps, while Steam Audio ranges from 750~900fps. At that amount of milliseconds, it's very subtle.
    I'm going to continue running tests, now in my game, which is infinitely heavier than the test scenario I used. I hope it works.
     
    schmosef likes this.
  19. jerotas

    jerotas

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    Very cool! If it works well, can you send me what you coded for this? I will review and incorporate it into the product.

    Please contact us at support@darktonic.com, I still don't get notified of replies on this thread.
     
    schmosef likes this.