Hi!
In my project I use different AudioMixerGroups to control the volume of different sound types. It would be helpful if AudioManager can ensure that
a default AudioMixerGroup is set, if not otherwise specified in the AudioSource like I did in the patch below. Would you be interested in merging this upstream? Thanks.
In my project I use different AudioMixerGroups to control the volume of different sound types. It would be helpful if AudioManager can ensure that
a default AudioMixerGroup is set, if not otherwise specified in the AudioSource like I did in the patch below. Would you be interested in merging this upstream? Thanks.
Code:
--- C:/AudioManager.cs Thu Jul 8 18:32:39 2021
+++ C:/Opsive/UltimateCharacterController/Scripts/Audio/AudioManager.cs Thu Jul 8 18:32:39 2021
@@ -31,6 +31,10 @@
}
private static bool s_Initialized;
+ //GUNFU:HACK 15.12.2020 - support audiomixergroup
+ [SerializeField] protected AudioMixerGroup m_Output;
+ //GUNFU:HACK 15.12.2020 - support audiomixergroup
+
/// <summary>
/// The AudioSourcesIndex class allows for an AudioSource to be selected based upon its play state. If all AudioSources are being
/// played then a new AudioSource will be added.
@@ -137,6 +141,10 @@
CopyAudioProperties(copyFromAudioSource, audioSource);
}
audioSource.spatialBlend = m_AudioManagerGameObject ? 0 : 1;
+ //GUNFU:HACK: 26.01.2021 - audio sound assign SFX when null
+ if (audioSource.outputAudioMixerGroup == null) {
+ audioSource.outputAudioMixerGroup = Instance.m_Output;
+ }
return audioSource;
}
@@ -156,6 +164,9 @@
addGameObject.transform.parent = m_GameObject.transform;
}
var newAudioSource = addGameObject.AddComponent<AudioSource>();
+ //GUNFU:HACK 15.12.2020 - support audiomixergroup
+ newAudioSource.outputAudioMixerGroup = Instance.m_Output;
+ //GUNFU:HACK 15.12.2020 - support audiomixergroup
newAudioSource.playOnAwake = false;
newAudioSource.volume = volume;
if (!m_AudioManagerGameObject) {