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Solved Sound Asset Question

HiGuy69lol

Member
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Nov 18, 2023
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I'm using a custom asset... Mofme's Fuck Machine. It comes in two modes: On (moving with sound), or Off (no movement or sound).

My issue is that the sound is extremely annoying after a minute and quite loud. I've searched for sound settings in VAM, searched to remove the sound file within the folder, and attempted to add MacGruber's AudioAttenuation plugin to the scene, object, or asset, but I get an error stating the plugin need to be placed on a Person, AudioSource, AptSpeaker atom... ect.

Is the machine's sound file contained within the .json file? If so, is that editable?

Any advice to point me in the right direction would be greatly appreciated, and Mandy would also appreciate it... she wants to try out her new toy and is waiting patiently in her apartment for me to figure this out. :LOL:
 
Solution
The AudioSource is build into the CustomUnityAsset (Mofme's Fuck Machine) and that is afaik not accessible with VaM's user interface.
Here is a script that does removes any AudioSource the from atom where it's loaded on.
Copy it to <VaM>\Custom\Scripts\ and then in VaM select the CUA atom > Plugins > Add Plugin > Select File ... > *load it*
Should be silent instantly. Not the perfect solution, adding a volume slider would be better for sure, but I just made this quick before going to sleep.
A sound media file is not a text-type file like JSON.
Look for atoms called AudioSource, I think there's a couple of them there. In the atom list check "See hidden atoms" in case they're hidden.
 
Upvote 0
A sound media file is not a text-type file like JSON.
Look for atoms called AudioSource, I think there's a couple of them there. In the atom list check "See hidden atoms" in case they're hidden.
Sorry atani... i'm new to VAM... like just last week. Am I adding a new AudioSource atom to the scene, then linking it to the machine? or I am searching for the AudioSource file accociated with the machine and deleting it?
 
Upvote 0
No, you don't want to add one, you want to find one that is used in the scene so that you can change its volume.

Click the mouse arrow icon in the main menu to see the atom list in the scene. If you're in luck there's one or more called AudioSource... and they could be the sources for the sounds that annoy you.
If you can't find them you could kill the sounds entirely by going to Scene Audio in Edit mode (vertical UI) and remove any sounds listed.
 
Upvote 0
The AudioSource is build into the CustomUnityAsset (Mofme's Fuck Machine) and that is afaik not accessible with VaM's user interface.
Here is a script that does removes any AudioSource the from atom where it's loaded on.
Copy it to <VaM>\Custom\Scripts\ and then in VaM select the CUA atom > Plugins > Add Plugin > Select File ... > *load it*
Should be silent instantly. Not the perfect solution, adding a volume slider would be better for sure, but I just made this quick before going to sleep.
 

Attachments

  • CUAaudio.cs
    533 bytes · Views: 0
Upvote 0
Solution
No, you don't want to add one, you want to find one that is used in the scene so that you can change its volume.

Click the mouse arrow icon in the main menu to see the atom list in the scene. If you're in luck there's one or more called AudioSource... and they could be the sources for the sounds that annoy you.
If you can't find them you could kill the sounds entirely by going to Scene Audio in Edit mode (vertical UI) and remove any sounds listed.
Thank you atani. I appreciate your response. I'm learning, so I'll be able to contribute myself someday. There were no audio files, but Sally's script worked.
 
Upvote 0
The AudioSource is build into the CustomUnityAsset (Mofme's Fuck Machine) and that is afaik not accessible with VaM's user interface.
Here is a script that does removes any AudioSource the from atom where it's loaded on.
Copy it to <VaM>\Custom\Scripts\ and then in VaM select the CUA atom > Plugins > Add Plugin > Select File ... > *load it*
Should be silent instantly. Not the perfect solution, adding a volume slider would be better for sure, but I just made this quick before going to sleep.
Fantastic... it worked. Thanks to ton!
 
Upvote 0
The AudioSource is build into the CustomUnityAsset (Mofme's Fuck Machine) and that is afaik not accessible with VaM's user interface.
Here is a script that does removes any AudioSource the from atom where it's loaded on.
Copy it to <VaM>\Custom\Scripts\ and then in VaM select the CUA atom > Plugins > Add Plugin > Select File ... > *load it*
Should be silent instantly. Not the perfect solution, adding a volume slider would be better for sure, but I just made this quick before going to sleep.
Thanks man, it solved my big problem which lasted two weeks!
And there is a new question: It's not work when I reopen the scene until I reload this plugin once more by menual. Are there any solutions?
 
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And there is a new question: It's not work when I reopen the scene until I reload this plugin once more by menual. Are there any solutions?
Sounds like a load order problem. Maybe this script loads before the CUA. So it would be unable to remove the AudioSource(s) at that time from the CUA. Unfortunately I'm extremely busy with IRL job work. Maybe ask the smart coders on Discords (link valid 7 days only) #scripting channel.

Think another creator later released a more advanced plugin that did a similar audio-CUA thing (volume control for CUAs?) on the hub.
Probably better to use that if you find it. Script here was a quick and dirty solution. I'm sure it could be fixed too.
Think VAM had a *scene load completed*-event. Could be used to move the *remove AudioSource from CUA*-code there ... instead of Init(), where it's now.
 
Upvote 0
CUA_Editor should do what you need.

 
Upvote 0
Sounds like a load order problem. Maybe this script loads before the CUA. So it would be unable to remove the AudioSource(s) at that time from the CUA. Unfortunately I'm extremely busy with IRL job work. Maybe ask the smart coders on Discords (link valid 7 days only) #scripting channel.

Think another creator later released a more advanced plugin that did a similar audio-CUA thing (volume control for CUAs?) on the hub.
Probably better to use that if you find it. Script here was a quick and dirty solution. I'm sure it could be fixed too.
Think VAM had a *scene load completed*-event. Could be used to move the *remove AudioSource from CUA*-code there ... instead of Init(), where it's now.
Thank you for the reply.
Unfortunately I still don't know how to use Discords. I have no idea on programming at all. I will try CUA_Editor later.
 
Upvote 0
CUA_Editor should do what you need.

Thanks a million, I am going to try it.
I tried, and this is definitlly what I want to do.
This plugin is very simple and can stop anyone of the component in the assetbundle!
It's helpful, Thanks!
 
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