Preparing a project for Master Audio

If you already have implemented audio in your project before importing Master Audio, we include a tool that can help prepare your project for Master Audio to take over all audio control. To open the tool, from the Unity "Window" menu, select Master Audio -> Master Audio Sound Upgrader. It looks like this:

 
 

Use of the tool is straightforward. It will find all Audio Sources in your Scene, which you then take notes on with a text editor or pen and paper. Then it will delete all the Audio Sources in the Scene. Then you are free to start doing sound design with Master Audio, first configuring the sounds that the tool removed. It will safely ignore any Audio Sources that are controller by Master Audio. A couple gotchas are:

     
  1. It can be used from edit mode only. So it will not be able to find Audio Sources that aren't in the Hierarchy at edit time. That means Game Objects that spawn after the Scene begins will not be found. If you have any that have Audio Sources, unfortunately you will need to look through your prefabs in Project View and remove their Audio Sources manually. Or you can pull all those prefabs into the Scene temporarily, use the tool to remove their Audio Sources, then go click "Apply" on each prefab that had an Audio Source.
  2.  
  3. After doing the steps above, all Audio Clips stored in Audio Sources will be eliminated. However, Audio Clips that may be in variable fields in scripts attached to Scene objects or prefabs cannot be found, and will take up audio memory whenever they are in the Scene. It is recommended that you look through all Scene objects and prefabs to remove any Audio Clips stored in variables of scripts (set the clip to "None"), if you have any scripts like that.
  4.  
  5. After you do these steps, Master Audio will control all audio in your project. Make sure not to add Audio Source components to any Game Objects in the future, and do not populate any Audio Clip variables in any non-Master Audio scripts. Master Audio will automatically create any Audio Sources it needs.