I was lucky enough to work on a project (https://adventurecreator.org/forum/discussion/11076/mimi-and-lisa-adventure-game-for-children-android#latest ) where we had professional help with SFX and music. While this greatly improved the feel of the game, it brought me some headaches when trying to get AC to fulfill all the requirements, especially with routing sounds through more mixer groups than AC natively supports. In the end I got it all working but some features would have definitely helped me though I have no idea how useful this would be for anyone else.
Support of playing one-shots via Sound Objects. While there is an action for playing one-shots, this relies on playing audio clips and thus you have no control over the mixer group which this one-shot goes through. Using the Sound:Play action does not allow for playing the sound in multple instances simultaneously, if you trigger it while the sound is still playing, it just restarts the clip from the beginning. I solved this by creating a new Sound Action script extended by this functionality, basically I just added a modified Play method since I wanted to be able to play clips referenced in the Sound object's Audio Source as well as to play audio clips referenced in the action. I always kept Sound type as Other since both Music and SFX mixer groups had multiple sub-groups. I can supply the code if you're interested though it definitely needs some polishing, I only had a few days to implement it all.
Support of playing Music and Ambience via Sound Objects. Similar as above, to be able to control the mixer group which Music and Ambience clips get routed to.
Support of Audio Clips as parameters to Action Lists. We have a lot of interactive objects throughout the game that emit a sound when triggered. The sound always goes through the same mixer group. I came up with a pattern where I instantiated a Sound Object prefab in all scenes and in Action Lists I played audio clips through this Sound Object via my custom Play Oneshot function referenced in item 1. However many of these sounds had variations that were to be randomly selected. I wanted to create a parametrized Action List for this but the problem I had was that Audio Clips cannot be referenced as parameters. I had to either create Sound Objects with Audio Clips attached and play those in the parametrized action list or randomize on the spot wherever I needed this, both methods had their drawbacks obviously.
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Thanks for the feedback