Hi there!
I'm having some volume inconsistencies when playing sound effects from action lists..
Here's my options data:
https://1drv.ms/u/s!Amz_vh8OYDX3u5NLWH4Px3zrrTfvyg
Here's my audio mixer:
https://1drv.ms/u/s!Amz_vh8OYDX3u5NI2tj3EmJuXqJGbw
Here's what's specified as the scene's default sound:
https://1drv.ms/u/s!Amz_vh8OYDX3u5NG66rh0MoikBq1Gg
Now, assume this action list:
https://1drv.ms/u/s!Amz_vh8OYDX3u5NJffPzVYe9VYBiTQ
When the action list plays, both sounds play at the same volume (or very close to the same volume).
When I look at the inspector during the one-shot I see this:
https://1drv.ms/u/s!Amz_vh8OYDX3u5NHr09uIhUvPO1ENA
Now if I set the sound FX volume (in-game) to 0.5 and run the action list something weird happens:
The Sound:Play is played extremly low
The Sound:Play one-shot is played much louder (but not as load as before the volume was altered)
When I look at the inspector during the one-shot I see this:
https://1drv.ms/u/s!Amz_vh8OYDX3u5NKIxCDDqrebrFKAg
So while they both have been affected by the change in volume, they have been affected in different proportions.
This makes it tricky to use Sound:Play one-shot for when many sound effects might be played simultaneously, which otherwise seems to be the best choice since using the Sound:Play only supports one sound at a time (or as I understand it requires us to add new Audio Source elements for each sound).
Any ideas what's the reason for the difference in volume and is there anyway to get around it?
Thanks!
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Comments
When playing a one-shot audio, the audio cannot be linked to a Mixer. This is because it relies on Unity's PlayClipAtPoint method. I suspect the difference is coming from the way the different methods calculate volume (linear vs logarithmic).
I shall look further into this.
This'll be addressed in the next update.
Awesome man!