I usually never comment on videotutorial ( bad habit i know ), but u deserve the world, i'll be sure to check out the one with the sfx. you're awesome thanks!
nice vid :) i've always relied on just using the default audioSource's volume for general audio control, but now using the audioMixer, it opens up a whole lot more opportunities, ty 🙇
Is there any way to pause the audio mixer in code or something or can you get it in code to do stuff to it. I need my sound effects audio mixer to pause when the pause screen is on but the music (on the main mixer) to keep playing. Is there a way to pause a certain audio mixer
I did what you did, but I also want settings to be able to be adjust not just from the main menu but in the secondary scene that will be using a persistent UI. If I try having it the way you have it, when I load/login to the game play scene and I try having the slider menu in settings it doesn't work with the audio manager from the previous. If I put audio manager on the loaded scene with the settings, I end up with duplicate audio. If I only set this up on my persistent UI i dont have any issues but cant adjust anything from the main menu either without it carrying over as a duplicate.
Hi me of the future i finally manage to fix it after trying for 3 weeks, simply instead of creating floats on the load funtion, jus create 3 public static floats at the top and use those instead of the ones created in the video, works now from secundary scene and via versa ;D
This is a great tutorial, thanks :) I applied it today to a VR game I'm making, with some mods to make it work with a physical instead of a UI slider. I have a question though - what would you need to do in order to preserve variation in sound levels between audio sources? For example I have an audio source that's a sound effect, but I want it to be relatively louder or quieter than others? This is important with VR because the effects tend to be spatialised and coming from a specific object's location. This was fine without the audio controls because I could set each source's volume, but now they are all at at the same level.
Hey i have been following the saving tutorial however my game doesn't use prefabs. basically when you progress it enables stuff in the hierarchy. For example if you find keys to the car the object which houses the car controller gets enabled. When you find an gas canister an empty object gets enabled which houses the inventory UI for the canister gets enabled. i was wondering if you can make an tutorial regarding that. I've been looking through google. youtube Unity forums and haven't found any solutions. maybe its something you can do cause I'm clueless (If you do it binary would be great) what are your thoughts on it?
This does appear to retain slider settings between unity editor restarts, but not restarts of say an Android application. Does anyone have any ideas why that may be!?
Do you really need an audioclip list if your audio is already assigned to one of the mixers in the mixergroup or do you need to assign every single audioclip in the list? Like I got a scene that has main menu and settings menu. It doesnt have sound and dont realy need it but the other scene otherwise known as the game scene does have sound. The only thing both the scenes will have is music audio.
I have a issue I made an android game in unity with Android build setting Everything is working cool ,specially sounds are also working good when I use it in my computer(unity) But when I connect my phone to computer through usb and use unity remote app to cross check if everything is working or not sound is comming from computer but not from my android device can someone tell how to fix it I used audiomixer and audiomanager script and it is well working on computer
Beautiful tutorial, i have a question though: atm i cant go over 0 db on my mixer with sliders, how can i convert the slider value to the actual possible range (both min and max volume) in the mixer?
DUDE, I WAS JUST LOOKING INTO IMPROVING MY AUDIO. I used brakys old audio tutoal video, and while it helped for a bit, it was very limiting, this helped me out so much man! thank you! just a question, what if I only wanted to call one SFXClip, from the list, instead of a random clip? i got multiple guns, all shooting their own effects.
Hey this makes me so happy! People are finding this helpful, I'm glad it helped you too Raven! If you wanted to call a specific clip all you have to do is say AudioClip clip = eatClips[0]; Replace "0" for the index of the clip in the list you want to play If your list was assigned 3 elements in the inspector, 0 is its first clip, and 2 would be its last clip, because in code the index starts at 0
@@kapkoder4009 thank you so much for the fast reply! honestly your system and how you do it is much better then alot of tutorials out there. Alot goes into very complicated things about using the mixer, or Making your own audio hander or manger or what ever. BUT barley any of them explain how to use both! AND YOU EVEN SHOWEN HOW TO SAVE THE SETTINGS AS WELL! AND HOW TO ASSINE SLIDERS AND STUFF TO THEM, honestly your tutorials are great! thank you so much! maybe you should just post how to play one clip or song at a time in a comment so other people can do the same as well? again thank you!
@@kapkoder4009 sorry for the spam! but would i do what you said like this? public void ShootSoundEffects() { AudioClip clip = shootClips[0]; AudioClip clip1 = shootClips[1]; AudioClip clip2 = shootClips[2]; } and how would i call a clip from my weapon? like this? AudioHandler.instance.ShootSoundEffects() ;
@@ZeroChronicles01 good idea I'll explain it in the video description But yeah before I made the video I tried my best to create a good system that works for everyone and I watched like 4 other videos and I was like, well ok that doesn't work, this doesn't work, why did he do it that way, he didn't explain. Decibels or the audio mixer button So I made my own and the thumbnail looks 🔥 😂 I think it's one of the my best
@@kapkoder4009 oh, i didnt mean make a video , i meant just make a comment explaining how to play one clip in a comment or in the description. sorry for the confusion . although if you want a video ideas for audio, maybe a function to change the pitch of everything in a script and or even how to fade music out from a event and or from one screen to another? again thank you for your time man! also, i can see you did put the effort in, good job!
I absolutely love it! The first time that I fully understand what the mixers are doing. :D Thanks again! What do you think about a series about a skill system with the new input system? So that you have different skills available and when your XP grows you can choose if you want to make an already existing skill better or unlock a new one. This is so essential and nobody covers this fully understandable.
private ISN'T useless, it indicates intent. When someone else is working on your code and they look at the function, they shouldn't be saying to themselves ("wait, did he just forget a public, or is it supposed to be private?") CODE WITH INTENT PEOPLE! it helps your other coders understand what you are thinking and makes them evaluate whether changing that access modifier is the right call. same with default values. assign defaults always if your intent is for it to have that default value. it's more apparent what it is at a glance!
But if I never made it public that means I didn’t need it outside of the class, if I said private everything else than all I would see is private most the time, it’s not really necessary for me, and if someone’s reading my code I can tell them that I guess, not like anyone would anyways, I’m also extremely particular with my consistency and cleanliness of my code, so not using private is a part of minimalism
This tutorial was invaluable for helping me with an ongoing gamejam. Excellent stuff!
Your tutorial was very helpful. Clear speaking. LOVE THIS TUTORIAL.
I'm so glad it helped!
I usually never comment on videotutorial ( bad habit i know ), but u deserve the world, i'll be sure to check out the one with the sfx. you're awesome thanks!
I needed this but didn't look it up, thanks for posting, really good timing ;)
That's what I'm all about (triple crying laughing emoji faces)
nice vid :) i've always relied on just using the default audioSource's volume for general audio control, but now using the audioMixer, it opens up a whole lot more opportunities, ty 🙇
great vedio i was looking for a good and clear vedio and i finally found one.
excellent tutorial, best i found on Audio Mixer !:) Well done and thanks 😊👍🙏
Great tutorial, but void and private are not the same, void is the return type and private is the access modifier.
Is there any way to pause the audio mixer in code or something or can you get it in code to do stuff to it. I need my sound effects audio mixer to pause when the pause screen is on but the music (on the main mixer) to keep playing. Is there a way to pause a certain audio mixer
I did what you did, but I also want settings to be able to be adjust not just from the main menu but in the secondary scene that will be using a persistent UI. If I try having it the way you have it, when I load/login to the game play scene and I try having the slider menu in settings it doesn't work with the audio manager from the previous. If I put audio manager on the loaded scene with the settings, I end up with duplicate audio. If I only set this up on my persistent UI i dont have any issues but cant adjust anything from the main menu either without it carrying over as a duplicate.
found any solutions to this? having same issue here
Hi me of the future i finally manage to fix it after trying for 3 weeks, simply instead of creating floats on the load funtion, jus create 3 public static floats at the top and use those instead of the ones created in the video, works now from secundary scene and via versa ;D
@@williamhiciano394 Thanks :) That was helpful.
This is a great tutorial, thanks :) I applied it today to a VR game I'm making, with some mods to make it work with a physical instead of a UI slider. I have a question though - what would you need to do in order to preserve variation in sound levels between audio sources? For example I have an audio source that's a sound effect, but I want it to be relatively louder or quieter than others? This is important with VR because the effects tend to be spatialised and coming from a specific object's location. This was fine without the audio controls because I could set each source's volume, but now they are all at at the same level.
Perfect, this is awesome.. I hope u keep it up
Just one question. Is there a way to manually turn off the BGM when entering a particular scene?
Great video, helped me a lot.
Quality tutorial. GJ!
Hey i have been following the saving tutorial however my game doesn't use prefabs. basically when you progress it enables stuff in the hierarchy. For example if you find keys to the car the object which houses the car controller gets enabled. When you find an gas canister an empty object gets enabled which houses the inventory UI for the canister gets enabled. i was wondering if you can make an tutorial regarding that. I've been looking through google. youtube Unity forums and haven't found any solutions. maybe its something you can do cause I'm clueless
(If you do it binary would be great)
what are your thoughts on it?
Wow, Its work perfectly. I have a question, that is if I want to call player hit with man, woman, probes, can I create different SFX mixer for each?
Works perfectly, thanks!
This does appear to retain slider settings between unity editor restarts, but not restarts of say an Android application. Does anyone have any ideas why that may be!?
my man your a FREEAAAAKINNN GENIUS!
xDDD. Thanks
hi, I cant change the min value to 0.0001 in the inspector, it always resets to 0. edit(forget it, I had Whole numbers set to On)
what to do if unity shows error cs0246 the type or namespace name "Slider" could be not found
Can you make a tutorial about how to mute an audio mixer track after a trigger
Do you really need an audioclip list if your audio is already assigned to one of the mixers in the mixergroup or do you need to assign every single audioclip in the list?
Like I got a scene that has main menu and settings menu. It doesnt have sound and dont realy need it but the other scene otherwise known as the game scene does have sound. The only thing both the scenes will have is music audio.
SO how do you also save the last settings if you quit game and start again or add a mute all toggle?
Thanks for your tutorial!
Wicked; cheers buddy!
I have a issue
I made an android game in unity with Android build setting
Everything is working cool ,specially sounds are also working good when I use it in my computer(unity)
But when I connect my phone to computer through usb and use unity remote app to cross check if everything is working or not
sound is comming from computer but not from my android device can someone tell how to fix it
I used audiomixer and audiomanager script and it is well working on computer
Beautiful tutorial, i have a question though: atm i cant go over 0 db on my mixer with sliders, how can i convert the slider value to the actual possible range (both min and max volume) in the mixer?
How would you edit the byPass effects in code?
thanks work perfectly
HELP ME = my buttons work fine... But whenever I hit play they sound once at the beginning.👍
thnx man nice and clean
Great tutorial, loving your work so far. Would be great if you made a discord for us all to come hangout w/ you in! ^-^
Sounds like a good idea!
Thank you!
Thanks you 10000 times!!
DUDE, I WAS JUST LOOKING INTO IMPROVING MY AUDIO. I used brakys old audio tutoal video, and while it helped for a bit, it was very limiting, this helped me out so much man! thank you!
just a question, what if I only wanted to call one SFXClip, from the list, instead of a random clip? i got multiple guns, all shooting their own effects.
Hey this makes me so happy! People are finding this helpful, I'm glad it helped you too Raven!
If you wanted to call a specific clip all you have to do is say
AudioClip clip = eatClips[0];
Replace "0" for the index of the clip in the list you want to play
If your list was assigned 3 elements in the inspector, 0 is its first clip, and 2 would be its last clip, because in code the index starts at 0
@@kapkoder4009 thank you so much for the fast reply! honestly your system and how you do it is much better then alot of tutorials out there. Alot goes into very complicated things about using the mixer, or Making your own audio hander or manger or what ever. BUT barley any of them explain how to use both! AND YOU EVEN SHOWEN HOW TO SAVE THE SETTINGS AS WELL! AND HOW TO ASSINE SLIDERS AND STUFF TO THEM, honestly your tutorials are great! thank you so much!
maybe you should just post how to play one clip or song at a time in a comment so other people can do the same as well?
again thank you!
@@kapkoder4009 sorry for the spam!
but would i do what you said like this?
public void ShootSoundEffects()
{
AudioClip clip = shootClips[0];
AudioClip clip1 = shootClips[1];
AudioClip clip2 = shootClips[2];
}
and how would i call a clip from my weapon? like this?
AudioHandler.instance.ShootSoundEffects() ;
@@ZeroChronicles01 good idea I'll explain it in the video description
But yeah before I made the video I tried my best to create a good system that works for everyone and I watched like 4 other videos and I was like, well ok that doesn't work, this doesn't work, why did he do it that way, he didn't explain. Decibels or the audio mixer button
So I made my own and the thumbnail looks 🔥 😂 I think it's one of the my best
@@kapkoder4009 oh, i didnt mean make a video , i meant just make a comment explaining how to play one clip in a comment or in the description. sorry for the confusion .
although if you want a video ideas for audio, maybe a function to change the pitch of everything in a script and or even how to fade music out from a event and or from one screen to another?
again thank you for your time man! also, i can see you did put the effort in, good job!
Thanks. ;)
Haha yeah this is all thanks to you! Lemme know what you think, an honest opinion is greatly appreciated
I absolutely love it! The first time that I fully understand what the mixers are doing. :D Thanks again!
What do you think about a series about a skill system with the new input system?
So that you have different skills available and when your XP grows you can choose if you want to make an already existing skill better or unlock a new one.
This is so essential and nobody covers this fully understandable.
@@juliaalder2007 I don't think I've ever messed around with the new input system 😅 I'm just working on a 2d fish game
Maybe I'd look into it
Great! video
Do you have an email I can contact?
Sure, lawfulocean2376@gmail.com
Lifesaver. Having to expose the parameters and rename them is such a cruel design. 😅
thankyou
private ISN'T useless, it indicates intent. When someone else is working on your code and they look at the function, they shouldn't be saying to themselves ("wait, did he just forget a public, or is it supposed to be private?") CODE WITH INTENT PEOPLE! it helps your other coders understand what you are thinking and makes them evaluate whether changing that access modifier is the right call. same with default values. assign defaults always if your intent is for it to have that default value. it's more apparent what it is at a glance!
But if I never made it public that means I didn’t need it outside of the class, if I said private everything else than all I would see is private most the time, it’s not really necessary for me, and if someone’s reading my code I can tell them that I guess, not like anyone would anyways, I’m also extremely particular with my consistency and cleanliness of my code, so not using private is a part of minimalism
Doesn't work for me
We’ll that’s sucks… I explained it thoroughly
Good tutorial, but maybe lose the "wacky" sound effects.
Never
thanks
Smart 😄
YESSS
feesh
scratchers calling unity coding a nightmare
THANK YOU!
thanks