By "default" sounds (mp3,ogg,wav) are placed inside "VAMfolder/Custom/Sounds/..." (you can organize by subfolders:music,sfx,...)
First you need to load/add sound into your scene to be able to trigger/play it.
goto edit Mode > Main UI > Scene Audio > Load (look for your sound effect/song inside "Custom/Sounds/...")
once loaded then you can trigger it to play from AptSpeaker, AudioSource or RhythmAudioSource/RhythmForce (or HeadAudioSource).
example trigger (for AudioSource):
Receiver Atom: Audio Source
Receiver: Audio Source
Receiver Target: Play Now
Clip Type: URL
Clip Category: web
Clip: <your sound>
btw. i mostly use .ogg format (but you can use .mp3 or heavy .wav it's up to you)
You could use an EventSceneLoad brick from LogicBricks.So quick question how can I make the audio autoplay upon the scene being opened? and not have it rely on a button press for activation.
The are few ways (built-in) no plugins, most common and simple one for single file loop is to use collision trigger.So quick question how can I make the audio autoplay upon the scene being opened? and not have it rely on a button press for activation.
i dont have an scene audio tab, i got the key and activated it.By "default" sounds (mp3,ogg,wav) are placed inside "VAMfolder/Custom/Sounds/..." (you can organize by subfolders:music,sfx,...)
First you need to load/add sound into your scene to be able to trigger/play it.
goto edit Mode > Main UI > Scene Audio > Load (look for your sound effect/song inside "Custom/Sounds/...")
once loaded then you can trigger it to play from AptSpeaker, AudioSource or RhythmAudioSource/RhythmForce (or HeadAudioSource).
example trigger (for AudioSource):
Receiver Atom: Audio Source
Receiver: Audio Source
Receiver Target: Play Now
Clip Type: URL
Clip Category: web
Clip: <your sound>
btw. i mostly use .ogg format (but you can use .mp3 or heavy .wav it's up to you)
Possibly you need to switch the game from Play to Edit mode. Possibly you need the Creator version of VaM, not sure.i dont have an scene audio tab, i got the key and activated it.
Hi there, I don't have audio source in my menu Button trigger although I have imported successfully an audio fileBy "default" sounds (mp3,ogg,wav) are placed inside "VAMfolder/Custom/Sounds/..." (you can organize by subfolders:music,sfx,...)
First you need to load/add sound into your scene to be able to trigger/play it.
goto edit Mode > Main UI > Scene Audio > Load (look for your sound effect/song inside "Custom/Sounds/...")
once loaded then you can trigger it to play from AptSpeaker, AudioSource or RhythmAudioSource/RhythmForce (or HeadAudioSource).
example trigger (for AudioSource):
Receiver Atom: Audio Source
Receiver: Audio Source
Receiver Target: Play Now
Clip Type: URL
Clip Category: web
Clip: <your sound>
btw. i mostly use .ogg format (but you can use .mp3 or heavy .wav it's up to you)
You could possibly do this with timeline. Make different animations with an audio trigger set to the length of your audio tracks, and sequence play next to random.Old but gold. However, I finally managed to make my head around audio, triggers, assetbundles and stuff. But I always face the problem that only one audio file is played at a time. I can load audio files via the scene and get them triggered, with Logicbricks and assetbundle as well. But it only playes the next file after it's been triggered again. So how can I play my files be it random or not, one after another without having to trigger the next file by e.g. pusing the UIButton again?
I managed the first part with your Bricks too. Danke.Origin's way is a bit....cumbersome....
I recommend to use a EventAudioQueueEmpty from LogicBricks. Place it on the AudioSource and it gives you a trigger signal whenever there is no audio playing. So, use it to trigger whatever you use to play audio, like RandomSound, RandomSoundFromAB or SoundFromAB bricks, or whatever other plugin you use. This does also respect the "Delay Between Queued Clips" setting on the AudioSource.
Origin's way is a bit....cumbersome....
I recommend to use a EventAudioQueueEmpty from LogicBricks. Place it on the AudioSource and it gives you a trigger signal whenever there is no audio playing. So, use it to trigger whatever you use to play audio, like RandomSound, RandomSoundFromAB or SoundFromAB bricks, or whatever other plugin you use. This does also respect the "Delay Between Queued Clips" setting on the AudioSource.
As an alternative to LogicBricks, there is also AudioMate by dub that is specifically for playing music, I think? But I have never used it myself. AFAIK it does actual shuffle of a playlist like your favorite MP3 player would, rather than picking files at random. For long playlists shuffle reduces repetition, since always plays the whole list. For short lists of like 5 entries a random selection (with repetition avoidance like LogicBricks) is better.
Note that AudioMate does not load from AssetBundle, which is WAY slower when loading the scene. If you have 5 audio files, it doesn't matter than much. But if you got a 100 files...LogicBricks "FromAB" bricks will load like 50-100x faster. Meaning seconds instead of minutes.
AudioMate - Plugins -
This plugin plays scene audio files, but also makes managing them easier and more flexible. Organize your sound effects, vocal sounds or music in AudioMate Collections. These Collections can then be triggered, f.e. by a collision trigger, to play...hub.virtamate.com
F***! I'm on this forum a lot and I missed this, and I've been struggling to find a solution for that ?Origin's way is a bit....cumbersome....
I recommend to use a EventAudioQueueEmpty from LogicBricks. Place it on the AudioSource and it gives you a trigger signal whenever there is no audio playing. So, use it to trigger whatever you use to play audio, like RandomSound, RandomSoundFromAB or SoundFromAB bricks, or whatever other plugin you use. This does also respect the "Delay Between Queued Clips" setting on the AudioSource.
As an alternative to LogicBricks, there is also AudioMate by dub that is specifically for playing music, I think? But I have never used it myself. AFAIK it does actual shuffle of a playlist like your favorite MP3 player would, rather than picking files at random. For long playlists shuffle reduces repetition, since always plays the whole list. For short lists of like 5 entries a random selection (with repetition avoidance like LogicBricks) is better.
Note that AudioMate does not load from AssetBundle, which is WAY slower when loading the scene. If you have 5 audio files, it doesn't matter than much. But if you got a 100 files...LogicBricks "FromAB" bricks will load like 50-100x faster. Meaning seconds instead of minutes.
AudioMate - Plugins -
This plugin plays scene audio files, but also makes managing them easier and more flexible. Organize your sound effects, vocal sounds or music in AudioMate Collections. These Collections can then be triggered, f.e. by a collision trigger, to play...hub.virtamate.com
It was actually written in the Logicbricks description, but I didn't connect the dots as to what it did ?F***! I'm on this forum a lot and I missed this, and I've been struggling to find a solution for that ?
Thank you ?
The issue here, based on 3rd image.I tried to add an audio into a scene, but after I loaded the scene audio. It did not show up in the audio source. Did i miss something? Also I do not have the "Play Now" option.
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Thanks for the help, I think I know how to do now.The issue here, based on 3rd image.
You are trying to trigger (Add Volume Action) inside AudioSource atom itself.
Those actions are use for when audio clip is playing (or not), for example to change light intesity or color.
What's the volume setting of that AptSpeaker atom?
Do you have any plugins on that atom or elsewhere that may affect volume? (e.g. AudioAttenuation or AudioReverb)
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