The "Salsa 2D" lipsync mode only affects the means in which frames are generated - how they're played is based on the character's settings.
If the character uses Sprites Unity Complex as their animation engine, the "Phoneme integer" will be set independent of their facing direction - for you to then use within the Animator Controller as appropriate.
The "Player prefab: 2D head talking" package over on the Downloads page may be useful, as it demonstrates how a character's head can be animated independently of their body.
What are your AC/Unity versions, and what's the actual behaviour you're currently getting? As this is a visual issue, any screenshots you can share of the issue, the character (including sprites/animations) and the Speech Manager will help understand the situation.
Thanks for your answer, Chris. Sorry for the time has been passed since your respond. I've discarded the use of FMOD for character voice playing, because Salsa doesn't achieve a result as good as your lipsync with Adventure Creator. So I'll use FMOD only for music "aliveness".
Do you know a way to apply effects to the character voices based on the current scenario? For example, to add an echo effect if a character is talking from a bathroom.
Comments
The "Salsa 2D" lipsync mode only affects the means in which frames are generated - how they're played is based on the character's settings.
If the character uses Sprites Unity Complex as their animation engine, the "Phoneme integer" will be set independent of their facing direction - for you to then use within the Animator Controller as appropriate.
The "Player prefab: 2D head talking" package over on the Downloads page may be useful, as it demonstrates how a character's head can be animated independently of their body.
What are your AC/Unity versions, and what's the actual behaviour you're currently getting? As this is a visual issue, any screenshots you can share of the issue, the character (including sprites/animations) and the Speech Manager will help understand the situation.
Thanks for your answer, Chris. Sorry for the time has been passed since your respond. I've discarded the use of FMOD for character voice playing, because Salsa doesn't achieve a result as good as your lipsync with Adventure Creator. So I'll use FMOD only for music "aliveness".
Do you know a way to apply effects to the character voices based on the current scenario? For example, to add an echo effect if a character is talking from a bathroom.
Thanks for you time, Chris!!
If you opt to use Audio Mixer Groups, then speech audio will be played through the assigned "Speech mixer".
You can then rely on a snapshot - using the Sound: Set Mixer snapshot - on this mixer when e.g. in a specific scene, to apply your intended effect.
Wow, man! I really appreciate your help! Thanks a lot