That result in no flashing, but then the buttons are hidden when not effective which isn't what I want. They should be disabled when ineffective, just as before but without the flashing :)
Oh, sorry - they do get fired. The reason I thought they were't is because I manipulate the
KickStarter.speechManager.separateLinePause based on a custom "delay" token.
This delay is ignored but I guess that it because technically, they a…
Sorry to bring an old thread back to life again, but I noticed that EventManager.OnSpeechToken isn't fired when using the custom action you suggested:
https://adventure-creator.fandom.com/wiki/Playing_speech_from_ID
Thanks!
It uses the default import settings for sound:
https://1drv.ms/u/s!Amz_vh8OYDX3u-JUqeZGKA209uVhiA?e=4VSFQU
I messed around with other import settings but it had no effect.
Thanks for the idea though, I totally get that this is not an AC specific i…
Yes, since the click sound ins't interrupted by the hover sound. In general I think one shot makes perfect sense for hover sounds, otherwise clips with long tails will be cut off for sure.
That method is executed, and outputs:
Clicked element BackButton in menu Options, Click Sound: sfx_menu_click (UnityEngine.AudioClip), SceneSettings: GameEngine (AC.SceneSettings)
And I saw in the debugger that the sound is actually played but then…
I noticed that enabling "Play while game is paused" on the sound solves some of the issues.
Byt the click sound on the back buttons on the Options and Load menus still won't sound when shown on the title screen.
Oh, sorry that was the remains of a hard coded test I forgot about yesterday...
Here's the problem though: I add the a new instance of the action in the editor. Now if I change the Line ID from 0 to something else and tab away/click somewhere else …
(Quote)
When I tried it add a new instance of the action now (in a new list), the line that I set it to yesterday (in another list) was set, including the speaker. And when I try to change it in editor nothing happens - the old line id remains the s…
* Perhaps the IDs could remain intact if the actions have been cut rather than copied (thus no duplicates could exist even in editor mode)? How else to move speech actions from one list to another after the fact?
* Your action looks interesting fo…
I think there are two things we would love to see regarding this:
1. The ability to move a bunch of speech actions from one list to another without the IDs changing
Would it be possible to have the editor accept duplicate IDs (when copy/pasting spe…
Thanks for a thoughtful answer. I totally get how maintaining backward compatibility between save games could be tricky..
(Quote)
Sorry, I don't quite follow you here.. How do you mean "allowing importing of save files"?
(Quote)
Ok, but …