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[FREE EDITION RELEASED] SoundManagerPro Free! 2.0 - Easy Game Sound Plugin

Discussion in 'Assets and Asset Store' started by AntiLunchBox, Jun 28, 2013.

  1. AntiLunchBox

    AntiLunchBox

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    Posts:
    470
    $small smpro forum free.png
    "Your Asset has been published! And quite an impressive asset it is :)"
    -- Unity Asset Store

    Want to try SoundManagerPro but don't want to fork up the money before trying it out? Wait no longer, the free version is now released! You can use ALL of SoundManagerPro's features, ABSOLUTELY NOTHING IS HELD BACK.


    The catch, you ask? The AntiLunchBox watermark will appear in the bottom right corner. That's it! The rest is all there!

    AND NOW A REAL INTERESTING BONUS:
    I will GIVE AWAY the FULL VERSION to the FIRST 20 people who reply to this thread or PM me. FIRST COME FIRST SERVE, I will be checking times. All I ask in return is to spread the word. It's all about word-of-mouth!
    The only downside to this is because I will be sending you the package, you unfortunately will not be able to get later updates. You'll have to buy!

    If you are interested in paying for the FULL VERSION, you can buy it HERE.

    Features:
    • Full Inspector Integration, Setup, and Editing
    • Sound Managing AI
    • Sound Effects (SFX) Management and Pooling System with extra versatile modification real-time
    • Sound Effects Capping System to prevent too much of the same sound playing at once
    • It's own AudioClip Loading system for efficiency and flexibility
    • Crossfading
    • Option of Code-Free Implementation
    • Common play methods found in Audio Players: Repeat, Shuffle, Delay (among many)
    • Developer Options to turn off music or show more information
    • An elaborate Demo Scene to show you what you can do
    • Flexible Event System
    • Scripting Reference Available on our site.
    • Plugin Support and Updates
    • Possible 5-minute music integration
    • And much more!

    Use the set up demo to see how the basic implementation of SoundManagerPro works! Switch scenes by clicking the colored buttons.

    Watch the HD Video Tutorials




    For more information, please visit the website.

    $Demo1_small.jpg

    $Demo2.jpg

    $Screenshot_Soundmanager2.jpg
    $Screenshot_Soundmanager.jpg

    Changelog in 2.1.1:
    • Removed unneccesarry scripts in the Components menu
    • Fixed issue with Mute Music actually calling Mute All
    • Revamped code structure (prepped for exposure in the Paid Version)
    • Application.LoadLevelAsync support (additive will not be supported)
    • Ability to Pause everything
    • Ability to get current playing song easily
    • Ability to get full current scene playlist easily
    • Ability to go to Next or Previous song in scene playlist
    • Fixed issue with minimizing unity
    • Added more to the demo scene, 2 pages of functionality now
    • Fixed issue with callbacks

    In 2.1.1, the structure of the code is different so you'll have to at least reimport a couple things:
    DemoTwo.cs (if you're using it)
    SoundManager.dll
    SoundManager.prefab

    FYI, a change like this most likely won't happen again.

    Just in case, I would click 'view all' on your current SoundManager prefab and take a screenshot of your SoundConnections and SFX. Worst case scenario, you'll have to recreate the SoundManager prefab and add the component from Component > AntiLunchBox > SoundManager.

    Let me know if you have issues updating.

    Changelog in 2.0:
    • New inspector layout
    • Added a Sound Effects Management and Pooling System
    • Added ability to cap sound effects so not too many will play at once (to prevent something playing 10 times at once and drowning everything else out)
    • Added ability to just play a clip without having to make a SoundConnection
    • Added ability to play a clip immediately and have it loop
    • Added ability to set music and/or sound effects enabled
    • Added ability to get a SoundConnection for a certain level
    • Completely removed excess components
    • Fixed issue with setting the volume to a higher volume not working instantly
    • Added callbacks for crossfading
    • Modified system to be able to handle temp change when the pitch is changed
    • Fixed issue with crossfade time changing forever if the clip length was less than the crossfade length
    • Fixed issue with volume not updating when the crossfade duration was 0, causing a new track to sometimes start at maximum volume
    • Fixed issue where if you played another track manually, but switched while it was crossing in-- it would finish the cross in before successfully crossing out
    • Clips will now be removed if you select none
    • Fixed issues with Unity4 deprecatd functions
    • Fixed issues with people who pause the game with Time.timeScale
    • Fixed Issue with LevelLoad sometimes being called twice in some people's games


    Upcoming Features in Future Updates:
    • Full source code released in the paid version of SoundManagerPro!
    • AudioSource pre-editing manager (configure and save AudioSource settings to apply to any sound)
    • Ability to play a new music track within a currently playing SoundConnection (without stopping it)
    • Compatibility with NGUI
    • Event triggers
    • More info coming soon!
     
    Last edited: Jul 26, 2013
  2. digitalpowers

    digitalpowers

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    Apr 6, 2011
    Posts:
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    This looks likes an impresive asset, I am looking forward to giving it a try!
     
  3. kerryenfinger

    kerryenfinger

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    Jan 22, 2013
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    14
    Thanks for the free full version. Sure could use a good sound manager for my game. Looks like a great asset!
     
  4. mindfarm

    mindfarm

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    Mar 25, 2013
    Posts:
    4
    Just watched the first video. Looks great, love the capped SFX function and the crossfade. Can't wait to try it out. Many thanks for the GA! :)
     
  5. AntiLunchBox

    AntiLunchBox

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    No problem!

    BTW there are 16 Free Full Versions left! Reply now to get yours!

    FYI, I send them out at the end of the day if you haven't gotten yours yet.
     
  6. Heatith

    Heatith

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    Jun 2, 2013
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    11
    Wow, it looks awesome! :eek:
    Keep up the good work!
     
  7. elias_t

    elias_t

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    Sep 17, 2010
    Posts:
    1,367
    Ok. You got my attention!

    It seems useful and very well made.
     
  8. MSylvia

    MSylvia

    Joined:
    May 19, 2009
    Posts:
    42
    This looks great. I'd love to give it a try.
     
  9. Uli_Okm

    Uli_Okm

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    Jul 10, 2012
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    Just tested the free version, it's really awesome!

    As soon as I there some discount or hot deal in the asset store, I'll buy the paid version (I love updates ;)
     
  10. Glynn-Taylor

    Glynn-Taylor

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    May 14, 2013
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    Looks awesome! :3
    Seems it would be a lot neater that what I'm currently doing XP
     
  11. gruddlebug

    gruddlebug

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    Mar 11, 2013
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    Hello,

    Looks like a great asset!

    Would love a copy :D

    cheers

    Paul
     
  12. AntiLunchBox

    AntiLunchBox

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    Awesome! Thanks! It's currently in queue for a discount, but it may take a while (they only do 15 per month, first come first serve). I'll definitely let you all know when that happens!
     
    Last edited: Jun 28, 2013
  13. AntiLunchBox

    AntiLunchBox

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    At this point there are 9 Free Full Versions left
     
  14. AntiLunchBox

    AntiLunchBox

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    Hey all, so far so good!

    Now only 3 Free Full Versions remain! There is still time to pick yours up!

    Thanks for all the interest!
     
  15. AntiLunchBox

    AntiLunchBox

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    Wow!

    We are all out of full versions, but there may be another giveaway in the future! Thanks for all the support!

    We have some things planned for the next update, so stay tuned.
     
  16. AntiLunchBox

    AntiLunchBox

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    Jun 6, 2013
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    Hey all,

    Here's what I have planned for the next update:

    • Full source code released if SoundManagerPro gets enough downloads!
    • AudioSource pre-editing manager (configure and save AudioSource settings to apply to any sound)
    • Ability to play a new music track within a currently playing SoundConnection (without stopping it)
    • Ability to get current playing song easily
    • Ability to get full current scene playlist easily
    • Ability to go to Next or Previous song in scene playlist
    • AI support for Additive and Async loading
    • More info coming soon!
     
  17. RayWolf

    RayWolf

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    Mar 24, 2012
    Posts:
    87
    pretty amazing!
     
  18. pixelsteam

    pixelsteam

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    May 1, 2009
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    924
    Impressive tool!
     
  19. AntiLunchBox

    AntiLunchBox

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    Jun 6, 2013
    Posts:
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    Just pushed an update with some fixes and small features, will let you guys know when it's live!
     
  20. ahsan

    ahsan

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    Mar 9, 2013
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    1
    from description it sounds awesome.
    shared on google+.
     
  21. AntiLunchBox

    AntiLunchBox

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    Thanks for complement and the share!
     
  22. AntiLunchBox

    AntiLunchBox

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    Jun 6, 2013
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    Hey all,

    Thanks to Yusuf AKDAG for alerting me of this issue.

    In the recent release there was a build issue. I have fixed this and the new version (2.1.1) is on the Asset Store.

    The structure of the code is different so you'll have to at least reimport a couple things:
    DemoTwo.cs (if you're using it)
    SoundManager.dll
    SoundManager.prefab

    FYI, a change like this most likely won't happen again.

    Just in case, I would click 'view all' on your current SoundManager prefab and take a screenshot of your SoundConnections and SFX. Worst case scenario, you'll have to recreate the SoundManager prefab and add the component from Component > AntiLunchBox > SoundManager.

    Let me know if you have further issues.

    AntiLunchBox Studios
     
    Last edited: Jul 9, 2013
  23. AntiLunchBox

    AntiLunchBox

    Joined:
    Jun 6, 2013
    Posts:
    470
    Thanks to a fast response to from Unity Asset Store Team (thanks!), the update with the fix is now on the Asset Store. You can download it regularly from there.

    Changelog in 2.1.1:
    • Removed unneccesarry scripts in the Components menu
    • Fixed issue with Mute Music actually calling Mute All
    • Revamped code structure (prepped for exposure in the Paid Version)
    • Application.LoadLevelAsync support (additive will not be supported)
    • Ability to Pause everything
    • Ability to get current playing song easily
    • Ability to get full current scene playlist easily
    • Ability to go to Next or Previous song in scene playlist
    • Fixed issue with minimizing unity
    • Added more to the demo scene, 2 pages of functionality now
    • Fixed issue with callbacks

    In 2.1.1, the structure of the code is different so you'll have to at least reimport a couple things:
    DemoTwo.cs (if you're using it)
    SoundManager.dll
    SoundManager.prefab

    FYI, a change like this most likely won't happen again.

    Just in case, I would click 'view all' on your current SoundManager prefab and take a screenshot of your SoundConnections and SFX. Worst case scenario, you'll have to recreate the SoundManager prefab and add the component from Component > AntiLunchBox > SoundManager.

    Let me know if you have further issues.

    AntiLunchBox Studios
     
  24. AntiLunchBox

    AntiLunchBox

    Joined:
    Jun 6, 2013
    Posts:
    470
    The Free Version just got an update to 2.1.2.

    There are a couple bug fixes and optimizations added. This update, however, does not include the NGUI intregration, PlayMaker integration, or UI facelift that the full version recently got.

    Happy gamemaking,
    AntiLunchBox Studios
     
  25. AntiLunchBox

    AntiLunchBox

    Joined:
    Jun 6, 2013
    Posts:
    470
    HEY ALL,

    For Mac Users there's been some iffy behavior in the editor where it doesn't continue a playlist in certain conditions. I'm posting the fix in the next update. I'll try and have the fix go through approval faster.

    -AntiLunchBox Studios
     
  26. AntiLunchBox

    AntiLunchBox

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    Jun 6, 2013
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    Hey guys, an update just went up to the app store with the volume = 0 fix.
     
  27. FrozenTarzan

    FrozenTarzan

    Joined:
    Aug 8, 2013
    Posts:
    17
    Hi,

    I'm testing the free version of SoundManager to decide if I want to buy it...

    * How do I set up an 3D sound environment. When I use the PlaySFX-method I can hand over a Vector3 for the position. But how do I listen to this? Is there any functionality built in SoundManagerPro or do I have to use those AudioListeners from Unity?

    * Where can I find in-depth documentation about Playmaker integration and additional how-tos? The documentation here: http://antilunchbox.com/soundmanagerpro/soundmanagerpro-documentation/ is only showing the interface of the SoundManager.

    * The scenes 1 to 3 are empty in the Demo folder, so the example Scene cannot be tested as it should.

    * Why is there a difference in the GUI/Inspector of my version? In the screenshots below you can see, that there is a difference between the version you used for the tutorial videos and mine.
    $SoundManagerPro.png
     
    Last edited: Sep 7, 2013
  28. AntiLunchBox

    AntiLunchBox

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    Jun 6, 2013
    Posts:
    470
    Hey FrozenTarzan,

    Here's the answers to your questions:
    Yes you have to use an AudioListener. There is normally one always attached to your Main Camera, but you can set it on any object you want.

    Unfortunately, there's no official documentation for PlayMaker integration yet. I will be making a video for PlayMaker / NGUI / 2D Toolkit integration soon. However, SoundManagerPro PlayMaker integration does have tooltips and descriptions on every Action and field. Just hold your mouse over any field (or action in the Action Browser) and a description explaining how to use it will show up. So far there hasn't been any questions about the integration so it's holding up for now.

    You want to start in the SoundManagerProDemoScene. It doesn't matter if those scenes are empty. They are just there to show switching between scenes. In your implementation, all you have to do is include the SoundManager in your starting scene (in this case it's the SoundManagerProDemoScene). The behavior that occurs when switching between scenes later is handled for you.

    That is because I stopped updating the free version as often. It is behind by quite a bit in updates, which includes updates to the look as well. I put a disclaimer in the comments. I had originally planned to keep it up to date, but DLL's are not as secure as I'd like. Piracy lead to the discontinuation of the free version.

    Hope that explains it for you! Feel free to ask anymore questions and I'll help you out the best I can,

    ALB
     
  29. FrozenTarzan

    FrozenTarzan

    Joined:
    Aug 8, 2013
    Posts:
    17
    Thanks a lot for your quick reply!

    * Got 3D sounds working.

    * Looking forward to the documentation, but it seems quite straight forward.

    * Just forgot to add the scenes in the build-options, so working now.

    * So then I will close my testing session of SoundManagerPro... and tell my boss to buy it ;-)
     
  30. im

    im

    Joined:
    Jan 17, 2013
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    1,408


    sorry to hear

    did you try .net obfuscators, number of free ones which work pretty well, at least with .net, never tried with mono though, but i dont see why they would not work.
     
  31. ParkHong

    ParkHong

    Joined:
    Jan 3, 2013
    Posts:
    2
    Hello. thanks for good plugin!

    I have a question. Following is process I want.

    1. Two scenes is in my project
    2. First scene is Sound Tool Scene. so it contain test ui. (can play all SoundConnections)
    3. Other Scene is Game Scene.
    4. Sound Director use Sound Tool Scene.
    5. Two scene share SoundManager GameObject with Prefab.
    6. Sound Director add SoundConnection to SoundManager GameObject and apply it to prefab.
    7. SoundManager Prefab is conflicted.

    Why is SoundManager Prefab conflicted?.
     
  32. AntiLunchBox

    AntiLunchBox

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    O wow, missed that!

    But ya, I have it obfuscated it in my last update. It's just that most of the affordable ones easily have deobfuscators available online. And it would be crazy for me to drop 800 on a legitimate one at this point.
     
  33. AntiLunchBox

    AntiLunchBox

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    Hey ParkHong,

    You don't want to have a SoundManager in each scene. Just have it in the scene you start with. You also don't have to apply it to the prefab. If you want to save a modified SoundManager prefab, I suggest you create a new one (drag it to a new folder). You should watch the youtube videos to see how SMP works:


    Hope that helps,
    ALB
     
  34. ParkHong

    ParkHong

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    Jan 3, 2013
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    Yes, I don't want to have a SoundManager GameObject in each game scene. but I want to have a SoundManager GameObject in GameScene and SoundManager Test Scene.

    so we need to shere SoundManager GameObject using prefab between each scene.

    is it correct that SoundManager Prefab is conflicted when SoundManager GameObject is applied?

    Let me know, please.

    Thanks
     
  35. AntiLunchBox

    AntiLunchBox

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    Oh, OK

    I see what you are trying to do. Just haven't had anybody use it like that. I'll need to see if that works since I haven't tested it. If it doesn't, then I would suggest just having two separate SoundManagers.

    ALB
     
  36. AzraelKans

    AzraelKans

    Joined:
    Oct 29, 2009
    Posts:
    135
    Hi! Im implementing this in my game, and is going great, but I found the following connundrum

    Right now when Im firing a machine gun or similar, the clip is automatically set to loop instead of playing once. Unfortunately I use this code.

    p.s. sorry about the confusing code, this is inside a coroutine so basically it stays inside the coroutine until the trigger is not pressed. when it exits it checks if the clip hasnt changed for some reason.

    Problem is , I dont know how to check if a sound sample is already playing, so I have no idea how to implement this now. :(
     
    Last edited: Nov 26, 2013
  37. AntiLunchBox

    AntiLunchBox

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    Hey Azrael,

    I answered this in the other forum. Hope that helps

    ALB