The intended behaviour: the interaction sound should change in volume to match the volume of the slider. So if the slider is close to 0, then you should barely be able to hear the sound. If the slider is near max, then you should hear it loud and clear. The master volume should be factored into this. The problem that the video shows is that the volumes are not acting consistently:
the master volume slider is not having its volume change for some reason
the interface volume slider does get louder and quieter, but is overall much quieter than the others, even when it and master are at full volume
Regarding _localData , yes that is indeed the values being returned from the sliders, which ranges from 0 to 100.
Thank you for the explanation. the issue may be with the scaling you are using with the sliders. I would suggest using the function VCA::getVolume() (FMOD Engine | Studio API Reference - VCA) to make sure that the values are what you expect.
The Volume does not have a linear scale, so the difference between 1 - 0.5 is less than you will hear compared to 0.5 - 0. Try changing the min and max values of the sliders to find the right range.
Have you connected FMOD Studio | Live Update, it will allow you to change the VCA values as well during runtime to get the values right.
I understand scaling can be an issue…However, all the scaling is set the same for each slider, so there shouldn’t be inconsistent differences in the audio clicks for each slider?
As you can hear in the video, each sub slider is different… and it shouldn’t be.
For example, you can hear that “interface” and “music” are quieter than the other sub sliders.
And of course, the most obvious and worse issue is the master slider, which doesn’t even change volume at all as you slide up and down.
Once again, these have all been set to the same value and scaling, so I would expect it all to sound the same from min to max, should it not?
I just realised you asked for a website… I gave my own personal music website.
However, upon reflection, I imagine you were probably wanting a website of the game itself??
If so, we don’t have a website, rather a download link to a pitch deck PDF.
You can also search ‘Frankenstorm TD’ in Steam if you want to see the trailer, info etc…
Thank you for the project. Unfortunately, I was not able to reproduce the issue. The only sliders that influenced the UI_ClickSlider event volume for me were the MasterandUI`. Have you had a chance to connect Live Update and check that the behavior is as you expect on that side? Are the sliders only affecting the VCAs you’d expect them to?
I have dm’d you the test project I set up along with the code I used to see if this is the functionality you were looking for.
Hey, thanks, yeah I’ve sent a reply back with details from my programmer, if you have a chance to check.
In regards to the slider behaving on my end in FMOD, I checked that out, I can’t see any visible changes to the sliders themselves, are the sliders supposed to move in conjunction with me sliding the sliders in Unity whilst in Liveconnect?
I can, however, hear the changes being made as I move the sliders in Unity.
I can see they are effecting the appropriate submaster channels, I can also see the blip, blip blip sound is coming through the sub channels…
But yeah, the inconsistencies of course still there
No, you will not see the sliders changing in the Mixer.
I have noticed there are spatializers on the ClickSlider events, is there a specific reason for this?
I also noticed there are different effects on some of the busses e.g. Submaster_Music has its Fader set to -5.50 dB and a compressor. These may be factors influencing the audibility of the ClickSlider events.