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74
votes

Expose API for AudioMixerGroup and AudioEffects, AudioMixer parameters

Audio

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-

1. Solo, Mute, Bypass - public variables or methods to set them.

2. Ability to access Effects like Attenuation. Remove exposed parameters - why even need them.
Setting by string when you can cache the effect in variable and access it's values directly? Why not?

3. Ability to add those Effects through code.

4. Ability to add groups through code.

5. Ability to add snapshots through code.

1,2,3 are priority. They are essential for creating good audio system.
Right now the way to mute, or play solo is to disable all of the audiosources and add them in code in the beginning to access them later, or have a value that multiplies the volume by some scale. But I guess you have this multiplication value internally if it's possible to mute like that in editor, or change volume in Attenuation.

Comments (4)

  1. 5968bac15012f357072a6136d13de4fe?d=mm

    danieldpperry

    Aug 10, 2018 22:55

    I must add that for building for different platforms, exposing removal and adding of effects is essential, because some effects are not supported by some platforms (in VR, any spatializer that uses the mixer is not supported in PSVR).

  2. 8d93853cc1a5b2f4ba5710a6cffd7250?d=mm

    cyberluke

    Aug 05, 2018 10:00

    Agree, did you guys found any workaround? With Unity, I start coding C++ more, lollll.....maybe time to switch to Unreal after 4 years.

  3. 50e2d5a26fad8cc6ce0c9419db4f996d?d=mm

    AcidArrow

    Jun 11, 2018 11:15

    Voted for it too, but I don't see it happening. As it is, the AudioMixer is another half-baked and abandoned feature, that takes way too much CPU, as is the norm with Unity these days.

  4. E013ce4085a8d6e3850a271afeb460ec?d=mm

    Sp3ci

    Mar 19, 2018 12:05

    Yeah the same things have been in my mind during a creative music game project that we're working on right now

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