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How to Record in game Audio #4

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Delaley opened this issue Mar 26, 2016 · 7 comments
Open

How to Record in game Audio #4

Delaley opened this issue Mar 26, 2016 · 7 comments

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@Delaley
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Delaley commented Mar 26, 2016

please how can I record in game Audio

@TechniPoet
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Pretty sure there is an example scene that shows this functionality.

@Delaley
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Delaley commented Apr 4, 2016

I imported the Asset into Unity and there were missing References and
scripts.
The scenes Exist but I couldn't figure out what did what because there were
no scripts attached.
On Apr 4, 2016 12:09 AM, "Jeff Robbins" [email protected] wrote:

Pretty sure there is an example scene that shows this functionality.


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#4 (comment)

@TechniPoet
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Haven't messed with this but the scripts should be in the same folder as the scene. If you downloaded it from the asset store maybe try grabbing from this repo or vice versa. Best of luck.

@Ideae
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Ideae commented Jun 3, 2016

I had the exact same problem Delaley. Almost all script references are missing. I'm using Unity 5.4.0b17.

This library looks AWESOME and I want to understand it inside out for my next game.
It just needs a little bit of maintenance so that new developers can easily get into it. I watched all of the tutorial videos last night, and they were actually great. I just wish he had of made the granular synthesis videos, although I'll start digging through his docs soon. I'll try to get the examples working for now.

TechniPoet, if you could commit that fix that you made in the other issue (you seem to have done a lot of work on it already), and maybe we can also get a pull request for fixing the scene references. After I learn more about this library, hopefully I can start contributing to it within the next month.
I hope Gregzo teaches his kids to code soon so that he can start making some more tutorials for the library! Thank you for making G-Audio Gregzo, this is a great service you've done.

@TechniPoet
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@Ideae As you can see in my post in the other issue, My fix is very hacky, if you guys want it in I can make a pull request but it's far from ideal. I also have been talking with the mini metro guy about their changes and it looks like they made some good changes but their fairly game specific and depend on external code which isn't really ideal for adding to the repo. I'll look into making my changes and their changes a bit more asset focused and making a pull request but it will likely be a while. I mentioned contributing to the metro guys but if it happens it'll likely be after they finish the mobile version and release.

Best of luck and please add improvements and post issues!

@Ideae
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Ideae commented Jun 8, 2016

I've downloaded the most recent beta (beta 5.4b20), and it seems to work with the library. I've tried many combinations of the library, and it seems that loading the library on an old version of unity (straight from the asset store) and then upgrading to a new version (b20) seemed to keep all script references and the demo actually works.

Since all of the examples work with their proper script references, you can look through them to figure out how the library works.

Keep in mind that you'll now need to look under 'Assets->Create->G-Audio' as well as 'GameObject->CreateOther->G-Audio' in order to follow along with the video tutorials. It should be easy to learn how to record from some of the middle examples (example 3 I believe).

Hopefully I can either create a fork, or make a pull request, or maybe a branch for unit 5.4, or maybe we could wait for the beta to become a release to test it, or maybe we could just all learn this library and make some beautiful music.

Thank you for your advice TechniPoet, I'm glad to see I'm not alone on this G-Audio musical voyage that the old Gregzo has kindly inscripted into his code editor for us many years ago! :)

@gregzo
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gregzo commented Jun 18, 2016

Hey guys,

as you know, I haven't been following up much here. I'm not using Unity anymore, it's just not part of my current job, but from what I read here it looks like my editor code is causing problems in the newer Unity 5 builds.

It was really a pain and a hack to get G-Audio to work and output audio in the editor. Seeing how much Unity evolved in the past year, I wouldn't be surprised if it definitely breaks at some point. What shouldn't break as long as OnAudioFilterRead isn't deprecated is the actual audio engine.

In my opinion, one of the easiest way to make G-Audio more robust to Unity updates would be to remove all editor functionalities and have it work as a pure code API. Of course, that would remove a lot of what makes G-Audio appealing, but it would guarantee that G-Audio keeps working in the longer term.

Happy coding!

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