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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. jerotas

    jerotas

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    Unity 5 integration has begun! We've now got a Mixer Group field for each bus! That will route all Groups assigned to the bus through the Unity Mixer Group you assign there. You can change buses or Mixer Group at runtime and it will switch instantly. This means you can do voice limiting (as shown) and sound variations easily on the awesome new Unity mixer! This will be in the next update.

    upload_2014-11-27_1-19-56.png
     
  2. jerotas

    jerotas

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    Unity 5 integration is almost done! 4 out of 5 items are finished. We've got the above Mixer Group assignment for Playlist Controller and buses, and we've also added the ability to quickly set all SFX to 2d / 3d or whatever in between (or per Group) shown below. "Custom" shows you the 0-1 scale.

    upload_2014-11-27_23-1-16.png

    The same controls exist for the Playlist Controllers. Music defaults to 2D and SFX default to 3D.

    The only item remaining for Unity 5 integration is to add snapshot transitions to the EventSounds script. This will all be in the next update!
     
  3. jerotas

    jerotas

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    Master Audio V 3.5.6.7 will be live in 20 minutes. Unity 5 integration is finished! Changelog:

    • (Unity 5 feature only) Added a field to specify a Unity Mixer Group for each Master Audio Bus. All Variations in all Sound Groups assigned to that Bus will be routed to the Unity Mixer Group when the Scene starts. If you change the bus the Sound Group is assigned to or change the Unity Mixer Group the Bus is assigned to at runtime, it will switch over instantly to the new Unity Mixer Group. It is recommended that you now name your buses identically to the Unity Mixer Groups to avoid confusion.
    • (Unity 5 feature only) Added a field to specify a Unity Mixer Group for each Playlist Controller. If you change the Mixer Group assignment during runtime, it will instantly switch over to that Group.
    • (Unity 5 feature only) Added "Music Spatial Blend Rule" dropdown to the Playlist Controller section in the Master Audio prefab. Choices are: Force All To 2D (default), Force All To 3D, For All To Custom, and Allow Different Per Controller. If you choose the last one, there will be a similar dropdown on each Playlist Controller with the first 3 choices. Changing these at runtime instantly switches the Spatial Blend of both Audio Sources on the Controller(s).
    • (Unity 5 feature only) Added "Group Spatial Blend Rule" dropdown to the mixer section in the Master Audio prefab. Choices are the same as the Playlist Controller dropdown. Works the same. If you choose the last option, you can choose the Spatial Blend for the Group on the Group's settings.
    • (Unity 5 feature only) Added ability for EventSounds to do "Transition to Snapshot" in the Unity Audio Mixer.
    • (Unity 5 feature only) Added ability for EventSounds to do "Transition to Snapshot Blend" in the Unity Audio Mixer.
    • (Unity 5 only) - Using the pitch field on a Unity Mixer Group to a value less than 100%: It doesn't change the pitch of the Audio Source(s) feeding it, so as soon as the Audio Clip is done playing (and stops), the slowed down one in the mixer will stop even if it's in the middle of the clip.
    • DF-GUI users will need to re-install the latest Master Audio DF-GUI package to get the Unity 5 features in the DF-GUI version of Event Sounds.
    • Fixed bug: Creating a Dynamic Sound Group assigned to a muted bus didn't mute the Group.
     
  4. jerotas

    jerotas

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    Here's a screen shot of Unity 5 integration working :)

    upload_2014-11-28_21-12-42.png
     
  5. Liviuss

    Liviuss

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    Hi,

    Bought this plugin and it's really awesome. I have a question about Timescale and playback. When i change the timescale in game(a slow-motion effect) it seems that playback it's not affected by Timescale and "Ignore Timescale" is not checked. Do i miss something? I have to handle pitches of all sounds programmatically? Any code samples?

    Thanks.

    P.S. Unity version: 4.6 MAA version: 3.5.6.7
     
    Last edited: Nov 29, 2014
  6. jerotas

    jerotas

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    I'm not sure why you would expect pitch to change from time scale slowing down. It doesn't do that with Master Audio or with normal Unity Audio Sources (which is what Master Audio uses).

    Ignore Timescale option is only needed to be turned on for cases like making the Playlist Controller auto-advance when TimeScale is zero and a couple other minor things.

    In Unity 5, you could change the pitch of the Unity Audio Mixer as you slow down time, but doing this in Master Audio won't be good. It may cause your sounds to stop early (before they are finished). Are you on Unity 5 or will you be soon? As of last night, Master Audio has full integration with Unity 5.

    edit - I've now fixed the problem mentioned above with Master Audio stopping the sound early.

    If you would like us to add a method to change pitch of already playing sounds, let us know and we'll put it on the roadmap.
     
    Last edited: Nov 29, 2014
  7. Liviuss

    Liviuss

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    Hi,

    I just misunderstood the option "Ignore Timescale". I use Unity 4.6 and don't plan to switch to 5+ untill it will became stable.

    What i do now to reach the slow-mo effect i mentioned, is to:
    Code (CSharp):
    1.  
    2. //SlowDown
    3. foreach (SoundGroupVariation sgv in MasterAudio.GetAllPlayingVariations()) {
    4.     sgv.audio.pitch = Mathf.Lerp (0.4f, 1.0f, UnscaledDT * 3f);
    5. }
    6.  
    Code (CSharp):
    1.  
    2. //GoUp
    3. foreach (SoundGroupVariationsgvinMasterAudio.GetAllPlayingVariations()) {
    4.      sgv.audio.pitch = Mathf.Lerp (1.0f, 0.4f, UnscaledDT * 3f);
    5. }
    6.  
    Where UnscaledDT is Time.DeltaTime cached before changing Timescale.

    Is there a problem with this approach? I didn't noticed any side effects.

    Thanks
     
  8. jerotas

    jerotas

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    Yes there is a problem (but I've fixed it on the next updated version). Any non-looping sounds you slow down will be cut off early (based on their calculated end time when they started playing). Speeding up is no problem.

    Code looks good otherwise though.
     
  9. Liviuss

    Liviuss

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    Thanks for the support!
    The code example i provided is not ok since the Lerp will not animate the pitch and it will just jump between values, below is the corrected function.

    Code (CSharp):
    1.  
    2. //UnscaledDT = cached deltatime
    3. //Up
    4. foreach (SoundGroupVariation sgv in MasterAudio.GetAllPlayingVariations()) {
    5.     sgv.audio.pitch = Mathf.Lerp (sgv.audio.pitch, 1.0f, UnscaledDT * TransitionTime);
    6. }
    7.  
    8. //Down
    9. foreach (SoundGroupVariation sgv in MasterAudio.GetAllPlayingVariations()) {
    10.     sgv.audio.pitch = Mathf.Lerp (sgv.audio.pitch, 0.1f, UnscaledDT * TransitionTime);
    11. }
    12.  
    Now i go back to my Matrix :)
    Cheers
     
  10. Liviuss

    Liviuss

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    I have a question about getting SoundGroupVariation in order to play/pause/stop it?

    So far, i found a way to get SoundGroupVariation by calling :
    Code (CSharp):
    1. MasterAudio.GrabGroup ("GroupName", true).groupVariations [0].Stop ()
    Code (CSharp):
    1. MasterAudio.GrabGroup ("GroupName", true).groupVariations [0].Play (....)
    For Play i don't understand yet how to get all those params and in yours DemoScenes/Scripts i don't see any examples.

    I know you can define a custom event and trigger-it when you need, but in some cases it's more convenient to trigger the sound directly from the code. It would be great to see some examples how to do it in the right way.

    Thanks
     
  11. jerotas

    jerotas

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    If you want to play or replay a specific sound, use the MasterAudio.PlaySound methods. You shouldn't be directly calling that Play method on the Variation anyway. That's not supposed to be used except when called by Master Audio code.

    Also, there's the following to get a Variation you just played randomly.
    Code (csharp):
    1.  
    2. var result = MasterAudio.PlaySound3DFollowTransform("Blast", this.transform, true);
    3. if (result.ActingVariation != null) {
    4.     result.ActingVariation.AdjustVolume(.5f); // and other methods
    5. }
    6.  
    Then to pause / unpause only certain Variations (made by a certain Game Object), you would probably use these methods to stop all sounds of certain sounds of a Game Object. These only work when you've played them to "follow" the Game Object.

    1) MasterAudio.PauseAllSoundsOfTransform(Transform trans);
    2) MasterAudio.UnpauseAllSoundsOfTransform(Transform trans);
    3) MasterAudio.StopAllSoundsOfTransform(Transform trans);

    And there's also single Sound Group methods of those:

    1) MasterAudio.PauseSoundGroupOfTransform(Transform trans, string sType);
    2) MasterAudio.UnpauseSoundGroupOfTransform(Transform trans, string sType);
    3) MasterAudio.StopSoundGroupOfTransform(Transform trans, string sType);
     
    Last edited: Nov 30, 2014
  12. jerotas

    jerotas

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    Here's a brand new video on Master Audio variations, buses and Resource files! All stuff that Unity 5 doesn't have.

     
  13. Liviuss

    Liviuss

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    TYVM!
     
  14. jerotas

    jerotas

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    No problem! If you need anything, just ask. We're always here.
     
  15. dark_tonic

    dark_tonic

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    Bump. Now that Master Audio is fully Unity 5 integrated, we are having a $45 sale for a limited time.
     
  16. jerotas

    jerotas

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    We've got another new video up! It shows Dynamic Sound Group Creator, the Sound Group Organizers and other workflow tools!

     
    OnePxl likes this.
  17. jerotas

    jerotas

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    Here's a new video for Master Audio being used with Playmaker!

     
  18. Goodev

    Goodev

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    after unity 4.6, new UI system 'UGUI' has Button,

    Event Sounds script doesn't work for this component.

    mouse down or what else,

    if I set button trasition to 'animtion', I can trigger mechanim state.
    but If I use trasition to 'sprite swap', can't listen any sound.
    (Button Clicker only work ngui?)
    I need to uGUI event sound...
     
    Last edited: Dec 2, 2014
  19. jerotas

    jerotas

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    That is correct. There is Unity 5 support, but none for 4.6 yet. Since Unity 5 is the big audio engine change, it made sense to do that one first. Unity 4.6 support it on the roadmap thread here: http://darktonic.freeforums.net/thread/87/feature-roadmap-master-audio-suggest

    I haven't investigated how code gets hooked up for that new GUI. Do you have any documentation you can point me to? When I briefly looked before, I didn't find anything.

    I'd also appreciate if someone could get me a list of all the 4.6 UI event types that we should add support for (button click, etc).
     
  20. Goodev

    Goodev

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    unity new ui system is using new event system.

    It must have to 'Canvas', 'EventSystem' game objects.
    I think you can use Event Trigger script it can callback ui system event.
    http://docs.unity3d.com/ScriptReference/EventSystems.EventTrigger.html

    you can override follows events
     
  21. jerotas

    jerotas

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    Ok thanks, I will take a look tomorrow and try to get something working.
     
  22. Goodev

    Goodev

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    I try sample code

    here's posible event

    Code (CSharp):
    1. using UnityEngine;
    2. using UnityEngine.UI;
    3. using UnityEngine.EventSystems;
    4. using System.Collections;
    5.  
    6. [ExecuteInEditMode]
    7. public class ButtonEvent : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler, IPointerUpHandler, ISelectHandler, IDeselectHandler
    8. {
    9.         bool hasSelection;
    10.         bool isPointerDown;
    11.         bool isPointerInside;
    12.         Button button;
    13.  
    14.         void Awake ()
    15.         {
    16.                 try {
    17.                         button = GetComponent<Button> ();
    18.                         if (button == null) {
    19.                                 throw new MissingComponentException ("It must require UnityEngine.UI.Button");
    20.                         }
    21.                 } catch (MissingComponentException ex) {
    22.                         Debug.LogException (ex);
    23.                 }
    24.                 hasSelection = false;
    25.                 isPointerDown = false;
    26.                 isPointerInside = false;
    27.         }
    28.  
    29.  
    30.         //Callback
    31.         public void OnNormal ()
    32.         {
    33.                 Debug.Log ("OnNormal");
    34.         }
    35.  
    36.         public void OnPressed ()
    37.         {
    38.                 Debug.Log ("OnPressed");
    39.         }
    40.  
    41.         public void OnHighlight ()
    42.         {
    43.                 Debug.Log ("OnHighlight");
    44.         }
    45.  
    46.         public void OnDisabled ()
    47.         {
    48.                 Debug.Log ("OnDisabled");
    49.         }
    50.  
    51.         //PointerEvent
    52.         public void OnPointerEnter (PointerEventData eventData)
    53.         {
    54.                 this.isPointerInside = true;
    55.                 this.EvaluateAndTransitionToSelectionState (eventData);
    56.         }
    57.  
    58.         public void OnPointerExit (PointerEventData eventData)
    59.         {
    60.                 this.isPointerInside = false;
    61.                 this.EvaluateAndTransitionToSelectionState (eventData);
    62.         }
    63.  
    64.         public void OnPointerUp (PointerEventData eventData)
    65.         {
    66.                 if (eventData.button != PointerEventData.InputButton.Left) {
    67.                         return;
    68.                 }
    69.                 this.isPointerDown = false;
    70.                 this.EvaluateAndTransitionToSelectionState (eventData);
    71.         }
    72.  
    73.         public void OnPointerDown (PointerEventData eventData)
    74.         {
    75.                 if (eventData.button != PointerEventData.InputButton.Left) {
    76.                         return;
    77.                 }
    78.                 this.isPointerDown = true;
    79.                 this.EvaluateAndTransitionToSelectionState (eventData);
    80.         }
    81.  
    82.         public virtual void OnSelect (BaseEventData eventData)
    83.         {
    84.                 this.hasSelection = true;
    85.                 this.EvaluateAndTransitionToSelectionState (eventData);
    86.         }
    87.  
    88.         public virtual void OnDeselect (BaseEventData eventData)
    89.         {
    90.                 this.hasSelection = false;
    91.                 this.EvaluateAndTransitionToSelectionState (eventData);
    92.         }
    93.  
    94.         private void EvaluateAndTransitionToSelectionState (BaseEventData eventData)
    95.         {
    96.                 if (!button.IsActive ()) {
    97.                         return;
    98.                 }
    99.                 this.UpdateSelectionState (eventData);
    100.                 this.InternalEvaluateAndTransitionToSelectionState (false);
    101.         }
    102.  
    103.         protected void UpdateSelectionState (BaseEventData eventData)
    104.         {
    105.                 if (this.IsPressed (eventData)) {
    106.                         OnPressed ();
    107.                         return;
    108.                 }
    109.                 if (this.IsHighlighted (eventData)) {
    110.                         OnHighlight ();
    111.                         return;
    112.                 }
    113.                 OnNormal ();
    114.         }
    115.  
    116.         private void InternalEvaluateAndTransitionToSelectionState (bool instant)
    117.         {
    118.                 if (button.IsActive () && !button.IsInteractable ()) {
    119.                         OnDisabled ();
    120.                 }
    121.         }
    122.  
    123.         protected bool IsPressed (BaseEventData eventData)
    124.         {
    125.                 return button.IsActive () && ((this.hasSelection && !(eventData is PointerEventData)) || this.isPointerInside) && this.isPointerDown;
    126.         }
    127.  
    128.         protected bool IsHighlighted (BaseEventData eventData)
    129.         {
    130.                 if (!button.IsActive ()) {
    131.                         return false;
    132.                 }
    133.                 if (this.IsPressed (eventData)) {
    134.                         return false;
    135.                 }
    136.                 bool result = false;
    137.                 if (!(eventData is PointerEventData)) {
    138.                         result = this.hasSelection;
    139.                 }
    140.                 if (eventData is PointerEventData) {
    141.                         PointerEventData pointerEventData = eventData as PointerEventData;
    142.                         result = ((this.isPointerDown && !this.isPointerInside && pointerEventData.pointerPress == gameObject) || (!this.isPointerDown && this.isPointerInside && pointerEventData.pointerPress == gameObject) || (!this.isPointerDown && this.isPointerInside && pointerEventData.pointerPress == null));
    143.                 }
    144.                 return result;
    145.         }
    146.  
    147. }
    148.  
     
    Last edited: Dec 2, 2014
  23. jerotas

    jerotas

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    Cool! I'll try this on the Nightmares example project.
     
  24. jerotas

    jerotas

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  25. jerotas

    jerotas

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    Master Audio V 3.5.6.8 will be live in 20 minutes. Now support "no code" audio for all Unity 4.6 events! Changelog:

    • Fixed problem where lowering the pitch of a Variation after it has started playing would end the sound early based on it's calculated end time when it started playing.
    • Now allowing longer Group names on Mixer and Dynamic Mixer sections. They got cut off before.
    • Reduced audio latency by 90%! Since V 3.5.5 we've had a 1 frame delay in sound playing! That is now gone.
    • Fixed previewing of Playlist songs that were Resource files. That hasn't worked for some time.
    • Added all Unity 4.6 UI events to EventSounds script: Slider.onValueChanged, Button.onClick, PointerEnter, PointerExit, PointerDown, PointerUp, Drag, Scroll, UpdateSelected, Select, Deselect, Move, InitializePotentialDrag, BeginDrag, EndDrag, Submit, Cancel
    • Removed minimal mode choice from EventSounds. Always minimal mode now.
    • Added a dropdown in EventSounds to select between Legacy and uGUI events if you're on Unity 4.6. Then the other won't be shown or work (so many options in the dropdown now!) Note that any Unity 4.6+ users will now default to uGUI, so if you want to use Legacy events, you will have to switch this dropdown back on each component that uses it.
    • DF-GUI users will need to re-install the latest Master Audio DF-GUI package to get the Unity 4.6 UI features in the DF-GUI version of Event Sounds.
     
  26. gegagome

    gegagome

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    Oct 11, 2012
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    Hello there

    In my scene I have fireworks that make different sounds when they are emitted and exploded, but I would love to have the background music in MA to turn down so the explosions are noticeable.

    What would the process to do this inside MA? This is a script that detects all the steps associated with particles.

    Thanks
    German
     
  27. jerotas

    jerotas

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    Use the ducking feature. Try this:

    1) Add the explosion Sound Group to the Ducked Sounds section in the Master Audio prefab.
    2) Adjust amount of ducking and length of ducking if desired.

    Whenever any of the ducked sounds are played, the Playlist Controller(s) will automatically get quieter, then ramp back up to their normal volume. That's about all there is to it.
     
  28. garrido86

    garrido86

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    So i updated today to the latest Version and now the FX Tail Time is ignored by MasterAudio!
    Am i doing something wrong? I even went on another Machine to create a fresh Project with only MasterAudio in it and still the same problem :-/
     
  29. jerotas

    jerotas

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    Yes, it looks like I broke that when I fixed another bug. I'll make a fix for this in the next version.

    Note that once Unity 5 comes out there will be no reason to put Filter FX on Variations anymore (put them on Unity Mixer Groups instead and save CPU). Or you can use Unity 5 beta now.
     
  30. jerotas

    jerotas

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    I've fixed it. I'm not going to make a release for this one thing, but if you want to email me at brianh@darktonic.com, I'll send you the one file that changed.
     
  31. garrido86

    garrido86

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    Thank you a lot! I have hit you an email :)

    Edit:
    Wohooo! Thank you! Now it works perfectly fine!
     
    Last edited: Dec 7, 2014
  32. Goodev

    Goodev

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    Hi, 'ignore time scale' of advanced setting is now working perfectly.
    If I use ducking mode fx, it works but unducking is not working when I set time scale to 0.
     
  33. mittense

    mittense

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    I'm having an issue with the latest version in the latest version of the Unity 5 beta where MasterAudio slows my game down to 3-4fps.

    The weird part is that nothing shows up in the profiler to explain the slowdown. Marking MasterAudio as inactive fixes it. And, weirder still, on both of my machines the problem just disappeared after a minute or two in-game and the game has been fine ever since.

    Any ideas?
     
  34. mittense

    mittense

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    Looks like it was related to the Sound Variation gizmo; disabling that makes everything fine.
     
  35. jerotas

    jerotas

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    Ok great!
     
  36. jerotas

    jerotas

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    Sorry for the late reply, I got no email letting me know people posted to this thread (hint, our support forum or email I always check).

    I think you meant "not" working perfectly right? So unducking is broken on Playlist Controllers are zero time scale? I'll take a look and report back.
     
  37. jerotas

    jerotas

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    Good detective work. How many Sound Variation Gizmos do you have?
     
    Last edited: Dec 11, 2014
  38. jerotas

    jerotas

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    Issue is fixed and doesn't require using Ignore Time Scale. Fix will be in the next release. If you want to make the change yourself, edit PlaylistController.cs and change all instances of Time.time with Time.realtimeSinceStartup
     
  39. gegagome

    gegagome

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    I finally got a chance to do this but there is a problem; these fireworks explosion sounds are controlled by another script, so they are not triggered by MA. Please see screenshot for reference.

    Do you think there is a way to duck these sfx anyways?
     

    Attached Files:

  40. jerotas

    jerotas

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    Nope. I'd get rid all the Audio Clips and the triggering in that script and have Master Audio do it with EventSounds. Otherwise you'll have no control over anything.
     
  41. kewlking

    kewlking

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    Dec 2, 2014
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    If I am only seeing the Legacy option for Unity UI version in the Event Sounds component, what could be wrong? I am running Unity 5 beta 15. Screenshot attached.

    UnityUI.png
     
  42. jerotas

    jerotas

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    Correct. On the version of Unity 5 I have, there was no uGUI still. Have they finally added it into the newest beta? I know they will at some point but I haven't seen a version with it yet.
     
    Last edited: Dec 14, 2014
  43. kewlking

    kewlking

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    I see these options when I try to add a new GameObject.
    Not sure if this is what you are referring to...

    ScreenClip [1].png
     
  44. jerotas

    jerotas

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    Fixing the uGUI part is easy. Unfortunately they've now removed Resource.Load and people have to use Asset Bundles (terrible idea). So this will take some time to fix all this. I recommend you either use beta 14 or earlier, or use Unity 4.6 in the meantime.
     
  45. jerotas

    jerotas

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    I misspoke. Removed is Resources.LoadAsync. So to load things Async is only available to Unity 4.5+ users, and not Unity 5 users. I think it's so dumb that Unity gave us that awesome feature, and then plucked it away. I'm done with the upgrade of adding uGUI support to Unity 5 beta. The next update will contain it.
     
  46. jerotas

    jerotas

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    Master Audio V 3.5.6.9 will be live in 20 minutes. Changelog:
    • Fixed FX Tail time to work again (broke on last version due to another bug fix).
    • Fixed bug where music did not ever unduck during Time scale of zero. Now it works the same regardless of Time scale.
    • Updated Unity 5 beta integration to have uGUI support.
     
  47. jerotas

    jerotas

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    Master Audio is also on holiday sale for only $20 for a very limited time! Time to pick up as many copies as you need!
     
  48. DalerHakimov

    DalerHakimov

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    Hey @jerotas,

    In what scenarios it is superior then the Native Audio solution from Untiy5?
     
  49. jerotas

    jerotas

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    To be clear, we don't replace anything in Unity audio - we build on top of it. Using Unity 5 *with* Master Audio gives you a lot more power and ease of use. I've written a post specifically to answer your question in our forum here!
    http://darktonic.freeforums.net/thread/130/unity-great-master-audio-definitely
     
    Last edited: Dec 15, 2014
    DalerHakimov likes this.
  50. DalerHakimov

    DalerHakimov

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    Just purchased one) I liked the scripting part, that you have done though.. and that event based system..