Interesting idea, but if I'm reading you right, checking "Give matching speech lines the same ID" will make all short lines like the same player speaks, such as "Yes" and "No" share the same speech audio which shouldn't…
This can be done through script:
EventManager.OnPlayMusic += (int trackID, bool loop, float fadeTime, int startingSample) =>{ GameObject.FindObjectOfType<Music>().GetComponent<AudioSource>().bypassReverbZones = true;};
If I have speech audio files (no translations), and use "export text" with (column audio file presence), the info on that column will be correct. But if I check "Get speech files from asset bundles" in speech manager, the info in…
Sorry, I always use the latest stable version of both, but:
AC: 1.68.4
Unity: 2019.2.2f1
Yes, it happens when the speaker field is associated to an NPC in a scene, not when associated with a Prefab.
It's marked as a narration line in the Speech Ma…
Since mixing "speech with text" (players and NPCs) and "text only" (narration) is quite common, I would love to see a checkbox in the Speech manager that ignores the "Minimum display time" and "Display time factor&…
AC: 1.68.4
Unity: 2019.2.2f1
It doesn't enter that debug statement, if (soundData.isPlaying) evaluates to false.
What I do is:
1. Play the action list that starts the sound
2. Save
3. Load
Ok, try the following:
• Create two dialog actions with multiple lines
• Hit gather text
• Add another speech action
• Add a new line in the middle of one of the first speech actions
• Hit gather text
• hit export and check out the speech order
AC 1.68.4 on Unity 2019.2.
I'm having multiple issues regarding speech order. Try using more than one speech action with multiple new lines in them. I often get the speech order jumbled up when exporting.
Possibly it has to do with adding new li…
Cool, I can now mimic this:
https://1drv.ms/u/s!Amz_vh8OYDX3u78Pv53UBSy-v2oWpQ?e=sgxYcQ
With this:
https://1drv.ms/u/s!Amz_vh8OYDX3u78QX_wujMyF1ZwwuA?e=uBTOJe
And the separateLinePause field can be reset to it's default value on EventManager.OnSta…