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add(DxMusicv2): Implemented DxMusic with synthesizer and on-demand tr… #354

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merged 9 commits into from
May 14, 2024

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JaXt0r
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@JaXt0r JaXt0r commented May 1, 2024

…ansitions.

To test

  1. Please build your game for MVR to test if the new DLLs run there as well!
  2. Start game
  3. Is the music the right one when you spawn?
  4. Walk around and listen the audio transitions from start area, world, OC, PSI, ...
  5. Start lab
  6. To your right, there's music handler. Start a few _std.sgt tracks and listen to transitions

Boundaries:

  • When loading new game from menu, the async loading bar isn't visible and music pauses. It's another bug unrelated to music change.
  • If you're using XRDeviceSimulator, you'll be spawned a few centimeters too low for the ow_ban_day theme. If you walk 10cm forwards, you'll meet it again. This is a "bug" caused by incorrect height of XRDeviceSimulator only. The music plays the right tune from start if you go in with VR glasses at a 1.60+m height as normal.
  • In Lab scene, test the _std elements only. There's no fgt (fight) etc. implemented so far.
  • Check the reverb value (the hall effect. Most noticeable when you pause the game). I'm not sure if I picked the right value. Please compare with original G1.

Checklist

(Please remove entries which aren't needed for your PR)

Scene

  • FeatureFlags reverted to right value

Testing

  • Merged main into this branch and tested with the latest features
  • Tested with PCVR
  • Tested with Pico / Quest

@lmichaelis
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I've made some additional improvements to playback, so if you wanna update, go for it. There is a small breaking change when creating a performance: now the performance constructor takes the sample rate as a parameter. You should choose the same sample rate as your AudioClip (i.e. 44100 rn)

Managed DLL.zip

@JaXt0r JaXt0r requested review from Tyroonis and BoroBongo May 2, 2024 20:44
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JaXt0r commented May 2, 2024

I've made some additional improvements to playback, so if you wanna update, go for it. There is a small breaking change when creating a performance: now the performance constructor takes the sample rate as a parameter. You should choose the same sample rate as your AudioClip (i.e. 44100 rn)

Managed DLL.zip

This version currently has a deadlock issue. I'm in discussions with Luis about it. Do not use it, please.

@JaXt0r
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JaXt0r commented May 3, 2024

I've made some additional improvements to playback, so if you wanna update, go for it. There is a small breaking change when creating a performance: now the performance constructor takes the sample rate as a parameter. You should choose the same sample rate as your AudioClip (i.e. 44100 rn)
Managed DLL.zip

This version currently has a deadlock issue. I'm in discussions with Luis about it. Do not use it, please.

Fixed. Latest Dmusic-cs version committed.

@JaXt0r
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JaXt0r commented May 3, 2024

I will need to fix the overlapping music zone colliders. Currently music is switching too often. Draft state for now.

@JaXt0r JaXt0r marked this pull request as draft May 3, 2024 11:52
@JaXt0r JaXt0r marked this pull request as ready for review May 4, 2024 13:59
@JaXt0r JaXt0r linked an issue May 4, 2024 that may be closed by this pull request
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JaXt0r commented May 4, 2024

I fixed all the remaining issues. Please test it.

@JaXt0r JaXt0r requested a review from piotrb92 May 4, 2024 15:07
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@JucanAndreiDaniel JucanAndreiDaniel left a comment

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works fine, just need to set the libdmusic.so file to be used for arm64 in unity

@JaXt0r JaXt0r merged commit 87d0120 into main May 14, 2024
@JaXt0r JaXt0r deleted the feature/new-music-system branch May 14, 2024 20:03
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Music overlap when spawned - Collider issue.
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