Bug Description
KeyNotFoundException: Enum RPG3_UI_BubbleSwipe of type MainLibrarySounds not found in lookup! JSAM.AudioManagerInternal.AudioFileFromEnum[T] (T e) (at ./Library/PackageCache/com.brogrammist.jsam@a28f36e65480/Runtime/Scripts/AudioManagerInternal.cs:819) JSAM.AudioManager.SoundFileFromEnum[T] (T e) (at ./Library/PackageCache/com.brogrammist.jsam@a28f36e65480/Runtime/Scripts/AudioManager.cs:186) JSAM.AudioManager.PlaySound[T] (T sound, UnityEngine.Transform transform, JSAM.SoundChannelHelper helper) (at ./Library/PackageCache/com.brogrammist.jsam@a28f36e65480/Runtime/Scripts/AudioManager.cs:201) GodlyBattles.Audio.AudioService.PlaySound[T] (T sound, UnityEngine.Transform transform, JSAM.SoundChannelHelper helper) (at Assets/Scripts/Audio/AudioService.cs:15) GodlyBattles.UI.GodSelection.GodSelectionModal.OnSlotSelected (GodlyBattles.GodSystem.GodData godData) (at Assets/Scripts/UI/GodSelection/GodSelectionModal.cs:155) GodlyBattles.UI.GodSelection.GodOfferingSlotUI.OnSelectClicked () (at Assets/Scripts/UI/GodSelection/GodOfferingSlotUI.cs:250) UnityEngine.Events.InvokableCall.Invoke () (at <493b407efcb64dddad59f28bb0b831d3>:0) UnityEngine.Events.UnityEvent.Invoke () (at <493b407efcb64dddad59f28bb0b831d3>:0) UnityEngine.UI.Button.Press () (at ./Library/PackageCache/com.unity.ugui@52e65280e89e/Runtime/UGUI/UI/Core/Button.cs:70) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at ./Library/PackageCache/com.unity.ugui@52e65280e89e/Runtime/UGUI/UI/Core/Button.cs:114) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at ./Library/PackageCache/com.unity.ugui@52e65280e89e/Runtime/UGUI/EventSystem/ExecuteEvents.cs:57) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction1[T1] functor) (at ./Library/PackageCache/com.unity.ugui@52e65280e89e/Runtime/UGUI/EventSystem/ExecuteEvents.cs:272)
UnityEngine.EventSystems.EventSystem:Update() (at ./Library/PackageCache/com.unity.ugui@52e65280e89e/Runtime/UGUI/EventSystem/EventSystem.cs:514)
`
This bug happens when I put audio enum file into my assembly, but when I leave auto generated audio enum near the audiolibrary. I get compile error. Because my scripts in my assembly cant see the audio enum, so I cant make the play calls. I have com.Brogrammist.JSAM added to my assembly. I read assembly related issues but none solves the issue because I already have jsam referenced. How can I solve this issue? Another question is could having too many audiofiles cause this problem? I have 777
Steps to Reproduce
Unity Versions Tested With
6000.3.2f1
Bug Description
KeyNotFoundException: Enum RPG3_UI_BubbleSwipe of type MainLibrarySounds not found in lookup! JSAM.AudioManagerInternal.AudioFileFromEnum[T] (T e) (at ./Library/PackageCache/com.brogrammist.jsam@a28f36e65480/Runtime/Scripts/AudioManagerInternal.cs:819) JSAM.AudioManager.SoundFileFromEnum[T] (T e) (at ./Library/PackageCache/com.brogrammist.jsam@a28f36e65480/Runtime/Scripts/AudioManager.cs:186) JSAM.AudioManager.PlaySound[T] (T sound, UnityEngine.Transform transform, JSAM.SoundChannelHelper helper) (at ./Library/PackageCache/com.brogrammist.jsam@a28f36e65480/Runtime/Scripts/AudioManager.cs:201) GodlyBattles.Audio.AudioService.PlaySound[T] (T sound, UnityEngine.Transform transform, JSAM.SoundChannelHelper helper) (at Assets/Scripts/Audio/AudioService.cs:15) GodlyBattles.UI.GodSelection.GodSelectionModal.OnSlotSelected (GodlyBattles.GodSystem.GodData godData) (at Assets/Scripts/UI/GodSelection/GodSelectionModal.cs:155) GodlyBattles.UI.GodSelection.GodOfferingSlotUI.OnSelectClicked () (at Assets/Scripts/UI/GodSelection/GodOfferingSlotUI.cs:250) UnityEngine.Events.InvokableCall.Invoke () (at <493b407efcb64dddad59f28bb0b831d3>:0) UnityEngine.Events.UnityEvent.Invoke () (at <493b407efcb64dddad59f28bb0b831d3>:0) UnityEngine.UI.Button.Press () (at ./Library/PackageCache/com.unity.ugui@52e65280e89e/Runtime/UGUI/UI/Core/Button.cs:70) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at ./Library/PackageCache/com.unity.ugui@52e65280e89e/Runtime/UGUI/UI/Core/Button.cs:114) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at ./Library/PackageCache/com.unity.ugui@52e65280e89e/Runtime/UGUI/EventSystem/ExecuteEvents.cs:57) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction1[T1] functor) (at ./Library/PackageCache/com.unity.ugui@52e65280e89e/Runtime/UGUI/EventSystem/ExecuteEvents.cs:272)UnityEngine.EventSystems.EventSystem:Update() (at ./Library/PackageCache/com.unity.ugui@52e65280e89e/Runtime/UGUI/EventSystem/EventSystem.cs:514)
`
This bug happens when I put audio enum file into my assembly, but when I leave auto generated audio enum near the audiolibrary. I get compile error. Because my scripts in my assembly cant see the audio enum, so I cant make the play calls. I have com.Brogrammist.JSAM added to my assembly. I read assembly related issues but none solves the issue because I already have jsam referenced. How can I solve this issue? Another question is could having too many audiofiles cause this problem? I have 777
Steps to Reproduce
Unity Versions Tested With
6000.3.2f1