Audio can still be listened when the listener outside the max distance.
I tried different methods but it's still not working.
I set the FPScontroller with Audio Listener component, not working. I mean with or without, not working.
Set the output to mixer, still not working.
The 3D like effect is on, meaning when FPS turning, the audio behave like 3D. But the Rolloff is not working
Any suggestion?
![alt text][1]
[1]: /storage/temp/43487-screen-shot-2015-03-29-at-25708-am.png
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Audio not working correctly (Rolloff)
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AudioSource does not have an AudioListener
I have a GameObject with an AudioSource and seemingly out of nowhere, it no longer detects an AudioListener so it no longer is heard when it makes sounds. Every other object in the game still works fine but when I check this gameObject, the listener is completely missing.
Here's a side by side of two similar objects in my game. The Left Inspector is the missile that doesn't make sound. The right is the little soldier up to the right of the missile. The listener is positioned above the tank.
![alt text][1]
[1]: /storage/temp/43592-audiolisterner.png
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UI Slider - Missing Audio Listener
Hello,
I have a UI slider in my scene that should be able to control the main volume of the entire scene.
Now when I give it the value of changing the volume of the audio, it says ""
So that doesn't work and I can't set it to change the colume of the audio source, because I have multiple audio sources playing at once.
(Here's a picture of my problem: http://i.gyazo.com/158524d033178baebb0f83653da6d714.png)
Is there any other way to make a slider that can controls the volume of the entire scene?
Thank you
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Intensity of sound.
How can I, through code, let me return the value in decibels of sound present in the game? Or, if you do not talk about decibels, there are native methods of Unity or other ways to afford this? I'm working on an algorithm to special effects and that would be the icing on the cake.
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How to get decibel's value of game's sound?
How can I, through code, let me return the value in decibels of sound present in the game? Or, if you do not talk about decibels, there are native methods of Unity or other ways to afford this? I'm working on an algorithm to special effects and that would be the icing on the cake.
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Audio Listener and Overhead Camera
Hi all,
Im working on this game where we have an overhead cam that will follow around the 3 different characters. The trouble I am running into is when I integrate my audio into the game and add an Audio Listener, when I add it to the main cam and I start messing with audio zones/ the min and max values they are all out of wack...to make thing simplified I just want to eliminate the element of depth from an overhead perspective when it comes to audio (example) i dont want to have to mega zoom my cam into the object just to hear it properly in conjunction with my audio zones I just set up.. even though the character is right next to it.
any ideas?
P.S. im not a coder just a simple audio guy :B
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When i put an audio source in my scene, the OVR camera renders black. Take it out, it works just fine. What am I doing wrong?
The audio works fine with a regular camera with an audio listener. And i can hear the audio with the OVR listener, but there is no image. a MYSTERY!
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Splitscreen with multiple AudioListeners
As [Statement][1] requested me to open a new question I want to ask the question again:
I have a splitscreen game with 2 cams; 1 for each player. All the AudioSources are type of 3D Sound. Now the surroundings of the 2 players have to be mixed into the output, so there must be 2 audiolisteners at both of the cams. How can this be done? Unity do not allows 2 AudioListeners. Any help?
[1]: http://answers.unity3d.com/users/347/statement.html
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How to play multiple sounds simultaneously
I am creating a 3d endless runner game. I am unable to play multiple sounds at the same time. What I want is to play a sound in the background through out the game that will be stopped when the game overs. When the Horse Rider jumps then play a sound for jump once, When the horse rider changes the lanes then play a sound for changing the lane. When the horse moves forward play a sound for the footsteps as well. Now here i am confused with the audio listeners that how many audio listeners will I be needing? how to play multiple sounds at the same time. Please guide me about this.
Following is my code :
public AudioClip mysound;
private AudioSource source;
public AudioClip collision_sound;
void update ()
{
if (!source.isPlaying) {
source.clip = mysound;
source.Play ();
}
}
public void OnCollisionEnter(Collision collision) {
source.Stop();
source.clip=collision_sound;
source.Play();
}
After this the background sound continues to play...
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Max amount of simultaneous, hearable sounds?
So I am doing something of an experiment in which I need as many sounds as possible to be playing, and hearable, simultaneously. The problem is that I don't know, and don't know how to find out, how many simultaneous sounds are possible. I can seemingly set the amount of playing audio sources very high (500+) without Unity complaining, but I'm very confident in that not all of them are hearable, especially since the audio settings *Real Voice Count* has a roof of 255.
In the documentation it says that if too many sounds are playing some of them will be bypassed, which means that using audio.isPlaying() still will return true, even if the audio in fact can't be heard.
So how many sounds can Unity output at the same time? Or how can I find it out if its platform specific? Is Unity or my computer the bottleneck?
Thank you for your time!
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Null Reference exception when messing with AudioListener.volume with slider
Whenever I run my game there is a null reference exception being called every frame on line 33 of my code here: http://pastebin.com/p6nzG6PT
I'm wondering how I can stop this error being logged every frame since I find it kind of annoying, I know it's being called every frame because it is in the update function, and that it is asking for an instance of audiolistener but the volume variable is static so I'm not sure how to make it so that the error is fixed. I also wouldn't mind if the error isn't technically fixed but the error just stops logging.
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Make Sound Effects Not Audible Unless Near Them 2d?
I have a waterfall in my 2D game and want there to be sound effects of a waterfall, but only when my camera is near it. Right now I can hear it at all times, no matter how far away the camera is. I have been looking for a solution to this, but all I can find is how to adjust this for 3D and not 2D. Is there a way to do this in 2D?
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Unity 5 and Multiple AudioListeners
Hi All!
I have a project in which there are a vehicle with an AudioListener attached to the child camera and an AudioListener attached to an empty object that has the role of playing the countdown before the vehicle can start running.
So, if I use only the camera listener i ear the engine sound and other one shot sounds like the boost or the end lap clip, but the countdown doesn't play...
If i delete the listener on the camera, i ear only the countdown.
How can I fix the problem?
(The vehicle is a prefab instantiated at teh awake of the track scene).
PS. This project was started with unity 4 and all worked fine...
PPS. The oneshot sounds are fired by c# script and the AudioSources are blank.
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Need help with 3d sound
I am having problems with adding 3d sound to my game. This is my first time and I am learning as I go so it is probably an obvious answer. What i did was I added the audio source component to a gameObject and added audio listener to another gameObject. I didn't change any of the settings accept I set the max distance of the auido source so that it didn't reach the audio listener. When I test it I always hear the sound even though the max distance source doesn't reach my listener. I've tested if the 3d effects work and it seems they do. I've come to the conclusion that the 3d works, but the sound gets played in the backround regardless of how I set the settings. I can't remove the background noise without disabling the 3d sound. I'm completely lost.
extra information:
My game is 2d and the audio clip is attached to sprites.
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How do I disable audio warning spew
Think MMO
When we select characters I have a main camera with an audio listener, then when the character is selected I put up a loading screen while being redirected to the correct server and loading the correct scene. I seem to have two choices.
I disable the camera and then get a spew of "there are no audio listeners in the scene" during the loading screen. OR, if I don't then as soon as my player spawns in I get a spew of "there are two audio listeners in the scene". One way or the other I get warning spew and it makes it really hard to debug my code.
How do I make the spew go away. I need it to go away so I can debug my code and yes for about 30 seconds or so there will be the wrong number of audio listeners. I can live with that if I can get rid of the spew.
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Trouble with background music and listeners.
First off, I am a beginner; I've only started using Unity 2 days ago so I'm not familiar with a lot of Unity has to over yet.
Anyway, I'm trying to make a game where:
1. The audio from the first scene follows my player through each scene and
2. on one scene there is a song that progressively gets louder but it isn't the same scene the first song is started in.
What I have right now is a Camera that has the first Audio Source and the camera doesn't get destroyed upon changing scenes. Now, I know this is where something weird is happening but I can't figure out what. I have a new camera on each scene that follows the player because I can't get the first camera to track the newly spawned player. This camera has no audio listener. The problem with keeping the same player is getting it to spawn on the right coordinates in the next scene. Because of this, it seems the one camera stays in the same spot and doesn't follow the player to the area with the new music.
My ideal situation would be for the camera and player to go to every scene, in the spot I want them to, and then have the listener on the camera pick up all the sound it can, which it should if it follows the player. Can someone please help me figure out what to do to get it to work the right way?
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In a split screen game, how to deliver different 3D sound?
Hey guys, so Unity3D does only support one audio listener in scene. But when developing a split screen game (like Rocket League), two different players may hear different sound since they are in different locations. But this explosion happens at the same time, same frame. Then how to make sure both players get the correct sound information (3D, so it's more about location)?
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Assigning Audio Effects like 3D Spatial Settings?
Under the '3D Sound Settings' for an audio source I can alter the volume rolloff, but is there any way of having an effect rolloff? For instance, a sound becoming more echo-y as the listener moves away from it, basically changing the wet/dry mix.
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Unity5, How to mute all sound?
Or How to make audio listner pause?
Thanks!
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Making an audio filter affect some, but not all, audio sources?
I am creating a racing game for mobile. Whenever the player's car enters a tunnel or other enclosed area, an audio echo filter attached to the audio listener object activates. Unfortunately, this echo filter also causes the music to echo. Is there a way to make the filter ignore certain audio sources only? (My other option would to be to attach audio filters to the hundreds of audio sources that do need to echo).
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