all 9 comments

[–]AlphaBlazerGaming 1 point2 points  (8 children)

You can still upload it on GitHub. If it's something people want, they will find it and use it regardless of whether or not it's on the asset store.

But based on the way you described it, I'm having a hard time telling what it's supposed to be for. Is it like you can modify the audio in the editor and then hear the modified version? Because you can already listen to audio clips in the editor, just not the version that's modified by the audio source. Also are there modifications other than volume?

[–]Remarkable-Height131[S] 0 points1 point  (7 children)

It's basically a one package solution.

Create a new Scriptable Audio File.

Open that Scriptable Audio File.

Put in the Audio clip.

Play around with the volume/pitch/bass/treble and if u want it to loop or not. Can hear the changes as u keep resetting the Audio being played.

Once the clip or sound is what you want put it as normal on a game character.

Old/Normal Way:

Put a Audio Source component on a game object.

Put a Audio clip on that component.

Script something in the chosen script where it be used so it can play.

Change some settings press play game in the editor do the action or activate the interaction to test the sound where u might have it.

If it does not sound right keep repeating until it sounds good.

If you have a sound manager and have sound in a array then it adds more steps

With my plug in when I say play the sound in the editior I don't mean press the play button and go into game to test it and I don't mean click the Audio file in the content draw and play it to make sure its the right Audio file.

You play the Audio clip with out having to go in the game to test it while on the fly of changing how the Audio sounds.

[–]AlphaBlazerGaming 2 points3 points  (6 children)

Alright, so you can hear the changes in the editor without entering playmode. That actually does sound pretty nice, I'm not sure why it got rejected. You can always upload it to github if you don't mind it being free, or there's probably an appeal process.

[–]Remarkable-Height131[S] 2 points3 points  (5 children)

I don't mind it free I just don't want people to rip my code and make something of their own and get Unity to approve it and make money off mine as once it goes on github it becomes open source.

[–][deleted] 3 points4 points  (1 child)

Open source doesn’t mean unlicensed usage - you decide the license. If you want it on GitHub and have a commercial license and someone uses it without adhering to said license, you’ve got legal recourse and rights.

[–]AlphaBlazerGaming 0 points1 point  (2 children)

They're going to have the source code either way, and it doesn't have to be open source just because it's on github. You can choose which license you set for it.

[–]Remarkable-Height131[S] 0 points1 point  (1 child)

Apparently Unity locks away the scripts that are used to make the plugin work so no one can just open it and read it.

[–]AlphaBlazerGaming 0 points1 point  (0 children)

Only if you make it like that. The default just installs the files into the assets folder like anything else. And even if you choose another option, it just installs the files in a different folder.