Jump to content

Global sounds from one scene playing in another scene


Go to solution Solved by Bryan,

Recommended Posts

Posted

Hello. I have two scenes: one open world, and one a dungeon you can port into from the open world. They both have ambience managers.

 

The open world zone has appropriate global sounds depending on time of day.

 

The caves have a global sound that is a sound effect loop.

 

When I port from the open world scene into the caves, I hear the cave sound... but I still hear whatever sounds were playing back in the open world.

 

Can you tell me why this is happening? Have I set this up wrong?

 

Thank you

Posted

It seems like a bug. Global sounds for one scene shouldn't leak over into another scene unless I explicitly add them.

 

For now I've removed all global sequences from the outdoor scene and created an audio area for those sequences to cover the entire zone. That seems to be working. Now when I port to the caves, the outdoor sounds go away.

Posted

Thank you letting me know I will talk with the team about it! 

 

Posted
On 10/20/2022 at 10:03 PM, Bryan said:

Thank you letting me know I will talk with the team about it! 

 

Thank you!

Posted

So if you load in multiple global managers, it will merge them, this is probably what is causing the issue. 

There are two ways to fix this issue: 
1. Set the managers in both scenes not to move to "dont destroy on load" (where there is an option on the manager and on the main window. 

2. Set both managers to replace other manager. 

 

Posted
On 10/25/2022 at 5:15 PM, Bryan said:

So if you load in multiple global managers, it will merge them, this is probably what is causing the issue. 

There are two ways to fix this issue: 
1. Set the managers in both scenes not to move to "dont destroy on load" (where there is an option on the manager and on the main window. 

2. Set both managers to replace other manager. 

 

 

I'm sorry, I don't understand what you're saying here. When you talk about "global managers", what are you referring to? In each scene, I now have an AmbienceManager object with no global sequences defined. I originally thought each AmbienceManager object only took care of the scene it was in, but is that not the case? It seems like it would be logical.

 

But now I use audio areas instead of global. Unfortunately, that isn't solving the problem either. This morning I went from one scene to another, and a piece of music that was playing in an audio area in Scene 1 continued playing when I was in scene 2.

 

1. How do I tell the AmbienceManager not to move to Don't destroy on load? I don't see that in the documentation. Is it the Auto Move Manager option?

 

2. I do see replace manager on load, so I'm going to go ahead and set that in every scene and see how that works.

 

Thanks

Posted

1. image.png

2. Let me know which option works better for you. 

 

  • 2 months later...
Posted

I'm having the same issue in a very similar situation (different scenes, each has it's own AmbienceManager, some playing their own specific global sequence, some no global sequences at all). Even though I have 'Replace Manager on Load' checked and 'Hide Manager Object' unchecked in each scene, the global tracks from scenes that have them continue playing after transitioning to a different scene. This results in multiple global sequences playing in scenes that only had one, or a global sequence from a previous scene continuing to play in a scene that has none.

 

Thanks-

 

 

 

Posted

we are looking into this issue 

 

  • 2 weeks later...
  • Solution
Posted

We have just released an update that should fix this issue. 

 

Posted

Thanks! The update fixed the case of moving between scenes that both have AmbienceManagers, but if you go from one scene that has an AmbienceManager with a global sequence playing to a scene without an AmbienceManager, the global sequence continues to play. Not sure if that is the intention or not. It's not an issue for my situation since I plan on using AmbienceManagers in every scene, but just FYI. Thanks again-

 

 

Posted

Thank you for the update! 

Glad its working for you! 

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Tell a friend

    Love Canopy - Procedural Worlds? Tell a friend!
  • Need help?

    We work with some of the biggest brands in global gaming, automotive, technology, and government to create environments, games, simulations, and product launches for desktop, mobile, and VR.

    Our unique expertise and technology enable us to deliver solutions that look and run better at a fraction of the time and cost of a typical project.

    Check out some of our non-NDA work in the Gallery, and then Contact Us to accelerate your next project!

×
×
  • Create New...