I had a similar issue with this too.
Don't know if this can help, but here is the thread:
http://www.adventurecreator.org/forum/discussion/4463/can-not-play-2-sounds-at-the-same-time#latest
I had similar issue. Then I compared the scenes I notice I didn't have one obect in my hierarchy, don't remember what it was, I thinkit was GameEngine...
Ok, I sort of solved the problem.
I added some checks on my onload music assets that check for variables for more and less, and check each song and if they meet I just fiire the song that meets from the start.
So basically now it is not played from…
Just queue my misic files and when I save, and then load the game, the load should continue playing from whatever song and song's track position it was saved.
I'm open to any suggestion. :)
No, it won't continue playing when you load your save where the second song started and the game was saved. I guess it keeps looking for the first song. Here is the asset actionlist set up that I fire OnLoad cutscene:
http://postimg.org/image/i7timg…
Your suggestion helped.
But I'm still having some troubles. Though I can load from anywhere and the music continues playing from where it was saved. It doens't continue after I load another different save where 2nd song started when I saved it.
H…
That confirms my suspicions. Can this issue be addressed somehow?
With out it I have a big problem with my music not being played after game is loaded.
I have made a nice AC actionlist based Music system that runs my music files in order one after …
Both are created by an asset action list and yeah, both are present.
The first does play if I disable the second.
But if I have two three or more it always plays the last one.
As I mention this only happens when I use Sound type: Music but it works …
There is no question in my mind, that new feature Use Player prefabe name in filenames? has destroyed my build. Because with out it it was working fine.
Ironically it was me who was asking for an easier way to make speech file names and audios usa…
I'm using my Speech Manager.
Though right now I switched to Demo_SpeechManager and check/uncheck Use Player prefabe name in filenames? it changes file name and speaker from Tin Pot 54 to Player54.
The same happens with my speech manager when I switc…
I'm not using it for global OnStart, I'm using it scene OnStart.
It is affecting other stuff too.
For instance I have an actionlist asset of music that runs on start ( I call it from my OnStart cutscene)
And now I have to add Engine: Wait there to…
I just stumbled upon this too.
I have a cutSceene that runs as at startup On start and some actions do not run. Just nothing, no errors, so I tried to delay with Wait Engine for 0.1 now it works. I thought I was alone in this.
It is Actionlist: Ru…
That screen doesn't show the new Speech sdsds in the speech manager, and that post was only related to your comment that I misunderstood that only by adding Dialogue: Play speech will automatically set and show the new speech in the speech manager. …
It might have been confusing. Cause I meant exact poblem there while you didn't understand and tried to help with other suggestion and in the end we got into some more confusion.
The last screenshot indicates that with out gathering text there is …
So how do I add new speech to the speech manager if I don't have to re-gather cause it is not updating with Use Player prefab name in filenames checked? checked.
It is affecting all lines, with out gather text no new speeches appear.
Can you tel…