Simon Bethke
Simon Bethke
Lets write a bit about audio for visual pinball engine. I think the audio system can easily get split into two parts: One is the part the sounds that are...
Coming a bit closer to the actual implementation of audio in unity, there are AudioSources that take all audio from audio-clip-files. Only these pre-existing files can be played back in...
Yea, I am not sure about this. Generally you are right, but there is one exception which makes me think over this and come to an unexpected result: If two...
Ok, I don't really know what UP is in this context. I thought VPE had no sounds yet. Simply playing sounds back in my oppinion means simply keeping the soundscape...
Playing the sound on both colliding objects make many things more simple: - each game object has one static impact sound assigned - spatial sound can easily get enabled -...
I think unity doesn't support multiple AudioSources on one gameObject or multiple clips on one AudioSource. To overcome this limitation, I could imagine instead of an AudioSource a list could...
There is one more thing regarding sounds that could be a thing (maybe not for an MVP but after that): Some kind of reversable sequence. I think there are multiple...
Perfect. Nice to hear that I was wrong regarding this limitation. I must have understood something wrong... The motor of the bookshelf was maybe a silly example. I really see...
Hi, no I have not tried that. Actually, we have a static configuration that has not changed. Every month we upload the files and half a month later download the...
In the company I am working at, we have a crowdin.yml very similar to this one: ``` "project_id" : "123456" "api_token_env" : "CROWDIN_PERSONAL_TOKEN" "base_path" : "/srv/application" "base_url" : "https://api.crowdin.com" "preserve_hierarchy":...