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Question by Nate 2 · Jun 13, 2011 at 02:49 PM · audionetworkrpc

Playing Audio Over Network

My class is making a network game for our final project and i can't seem to get the audio to work properly. I tried rpc calling it and passing it a location but it seems to get the location of each player that calls it. the code i used is here

networkView.RPC("shotFired", RPCMode.All, transform.position);

[RPC]

void shotFired(Vector3 pos)

{

  AudioSource.PlayClipAtPoint(audioClips[0], pos);

}

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avatar image Anxo · Jun 13, 2011 at 03:08 PM 0
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what do you mean gets the location of each player that calls it?

avatar image Nate 2 · Jun 13, 2011 at 03:25 PM 0
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When the rpc calls there is a sound on each player and not just the player that called it

avatar image Anxo · Jun 13, 2011 at 03:29 PM 0
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not sure but could it be because the audio source on each player does not have the right falloff and so it does not get lower with distance?

avatar image Nate 2 · Jun 13, 2011 at 03:45 PM 0
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I tried setting that down to 10 but i was looking in the scene view while running off the host. And the host and the other player were both playing the sound

avatar image Anxo · Jun 13, 2011 at 04:07 PM 0
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not sure what the problem is but maybe this is a way to cheat it. create an empty game object, name it firesound, attach a audiosource to it and turn on play on awake. make sure your sound is set to 3d sound in the import settings and attach your sound to the object. Then in the rpc function instantiate the fire sound gameobject at the inco$$anonymous$$g vector3. something like.

var FireSound : GameObject

@RPC function shotFired(pos : Vector3){ var FireSoundClone : GameObject.Instantiate(FireSound,pos,transform.rotation); Destroy(FireSoundClone,1); }

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