Hello! Hopefully someone here can help with a slight engine conundrum!
I'm messing around with the audio system attempting to implement some smart music looping/sequencing setup, that allows me to set loop points in a music track and jump between them. Using an internal bar and beat tracker, this works really well when Seeking in one music track - however, I also want to add in a short crossfade to make this jump seamless. I thought I could do this by adding an extra AudioChannel, loading the same clip in to both and doing a custom fade-in/fade-out on the individual channels, but unfortunately it seems that when I call "AudioChannel[].Stop();", this stops the clip on both channels. I'm hoping this is just a bug, as it's possible to do AudioChannel.PlayFrom() on the same channel over and over and have the music track play again and again until you run out of voices (hence the need for Stopping!)
If this is not a bug and intended behavior, can anyone think of a way around this that doesn't involve having a duplicate of every music clip?
I'm messing around with the audio system attempting to implement some smart music looping/sequencing setup, that allows me to set loop points in a music track and jump between them. Using an internal bar and beat tracker, this works really well when Seeking in one music track - however, I also want to add in a short crossfade to make this jump seamless. I thought I could do this by adding an extra AudioChannel, loading the same clip in to both and doing a custom fade-in/fade-out on the individual channels, but unfortunately it seems that when I call "AudioChannel[].Stop();", this stops the clip on both channels. I'm hoping this is just a bug, as it's possible to do AudioChannel.PlayFrom() on the same channel over and over and have the music track play again and again until you run out of voices (hence the need for Stopping!)
If this is not a bug and intended behavior, can anyone think of a way around this that doesn't involve having a duplicate of every music clip?