Author Topic: Pooling audio effects  (Read 521 times)

DamianT

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Pooling audio effects
« on: February 15, 2018, 06:24:07 PM »
I have a custom audio pipeline that uses object pooling to avoid the Garbage Collector.  My pooled audio items are also using the preferred Audio Mixer settings.

Could I ask that you add an option to the SUIMONO Module to raise an Event or send a Message that I can listen for?  Obviously the event would have to send along data like gameworld position, audio clip, etc.
I guess you would also have to add an option to the editor for "Send Audio Messages" or something.

Something to consider.

Chingwa

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Re: Pooling audio effects
« Reply #1 on: February 16, 2018, 11:50:37 AM »
In what circumstances would you want this callback to fire...? 

DamianT

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Re: Pooling audio effects
« Reply #2 on: September 04, 2018, 11:41:59 PM »
Anytime a sound Underwater, Above Water or splash sound effect is supposed to play and there are listeners for the new event. 
I would register for the event from my GameController to handle the playing of the sound.

My thinking is that the event would fire in SUIMONOModule.AddSound() and SUIMONOModule.AddSondFx()