Add the ability to instantiate Audio Source Prefabs Request

nathanj

Member
Hi Justin,

How would you feel about being able to instantiate Audio Source prefabs for specific audio events that are managed by UCC?

For example, with footsteps, UCC looks for existing Audio sources on the specific game object and duplicates them (character's toes in this case). This is good, but if I want to replicate the same behaviour across all NPCs and characters I need to edit the audio sources on both feet for each. If I could just assign a single prefab object to all feet this would be much easier - esp. when you make changes.

Likewise, the 'Jump' sound looks for any Audio Source on the root of the character and if it exists it is player through that. This causes problems if say you use something like Salsa Suite which by default also has an Audio Source on the root of the character (and most likely set to something like a "Dialogue" channel in the mixer).

I feel that some type of addition to the audio mixer that lets you instantiate prefabs of audio sources would be a great way to better manage audio within UCC.

Let me know if you would like me to clarify this more.

Thanks as always,
Nathan
 
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Justin

Administrator
Staff member
This sounds like a good idea. I'll be honest and say that I haven't used the Audio Mixer before so I need to dig deeper into that before I am able to say much more.
 

nathanj

Member
I don't think you would need to worry about the Audio Mixer from your end. Also, users wouldn't even need to route the audio to the mixer to benifit from this, though it is a nice addition.

However, if you have any questions about the Audio Mixer feel free to send them along, audio is something I can help with.

Thanks for considering this,
Nathan
 

nathanj

Member
I see the confusion above.

When I wrote
I feel that some type of addition to the audio mixer that lets you instantiate prefabs of audio sources would be a great way to better manage audio within UCC.

I meant
I feel that some type of addition to the audio manager that lets you instantiate prefabs of audio sources would be a great way to better manage audio within UCC.
 

Justin

Administrator
Staff member
I see, makes sense now. Just so I understand the entire situation, wouldn't prefab variants help solve this?
 

nathanj

Member
You mean prefab variants of NPCs and Characters? Yeah, it does help a bit - with footsteps, for example. It's what I'm using at the moment. However, this doesn't resolve the issue of the audio sources on the root of the character or the ability to assign different mixer channels to different audio sources.
I think that the ability to instantiate audio components or some global way of managing audio sources within the UCC framework would be a more user feindly solution.
 
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