Hello! I'm having the following problem regarding the scrolling sound: It works perfectly well in every starting scene, but as soon as I leave the scene, it stops working (no scrolling sound. The step sound functions ok, and so does the background).
the unity console displays de following message:
Cannot play text scroll audio clip as no 'Default' sound prefab has been defined in the Scene Manager
But every scene has its Default Sound prefab created, and as I said, the scrolling sound does work whenever I use the scene as the starter one. So either there is a bug, or there is some property I'm not setting correctly.
In the speech manager I have the scroll speech text ticked, and also, I have set the subtitle-scrolling audio and checked to have the audio play on every letter.
My version of AC is the following: 1.55a
Thanks in advance!!
PS: A little detail I was missing before. The Default Sound prefab, which is present in the hierarchy when in scene view and in the game when you start on that scene, dissappears when you enter from another scene (doesn't show as child of _Sounds and the warning mentioned above shows in the console).
Comments
The Speech AudioSource field is used for dialogue speech audio, not the scroll audio that plays when subtitles are shown. Defining the Default Sound in your Scene Manager is enough - you don't need to assign it also to your Player.
If you do want your Player to have speech audio, you need to add a new Sound object as a parent to your Player and assign it to the field - see the Demo game's Tin Pot player prefab for a practical example on how to do this.
Hi there, reviving thread.
I updated to 1.70.4, and now, my new visited scenes (or loading the game to another scene for example), the scrolling text sound doesnt work. (But it work when I directly start in a scene)
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"Cannot play text scroll audio clip as no 'Default' sound prefab has been defined in the Scene Manager"**
I tried putting constant ID on the Default Sound, to no avail.
My main Default Sound is parented to the Main Camera of each scene. Each Default Sound has been always assigned in the scene managers.
My game doesn't use a "player". (I use a sort of Dummy Player object in order to not get performances issues because each cutscene trying to determine who is the player)
A Constant ID should not be necessary - the presence of a Default Sound, assigned in the Scene Manager as such, should be enough.
What about Menu hover/click audio? These also get played from the Default Sound.
I'll attempt a recreation.
I cannot reproduce any such error. Is the "Default Sound" field still assigned in the Scene Manager at runtime, and how are you switching scenes?
All sounds work except Scrolling text.
I went to some of the scenes taking a look that the Default sound were assigned, adding the constant id just in case, resaving the scene (Like in previous AC updates that I had to resave the scene for something to be updated to the work, just to be sure). After re-reading the thread, removed the constant IDs again.
If I jump in any scene the scrolling text sound works. But when changing doesn't work. That's why I revived this thread because was the same problem.
I switch scenes preloading them, then switching, usually in the same Cutscene actionlist. (All default AC actions).
It's the only problem after the Update, everything else looks fine.
When I updated, the only thing I did was try to check that "cache camera.main" in the Settings, Press play. When changing scenes camera didn't worked so I guess that was not a parameter for me (I didn't check the documentation). I disabled that parameter, check the game again, and then is when I found the problem with the Scrolling text sound.
Unity 2018.3.4
Just a consideration.
""Cannot play text scroll audio clip as no 'Default' sound prefab has been defined in the Scene Manager"**
That sound objects needs to be a Prefab?
That doesn't seem to be a thing.
After reading the manual, I just unassigned the default sound on a scene and hit the button to create a new one. That looked like a thing that should work.
But it does not . Going to that scene either by a new game or either Loading a game, gives the same error.
No, the error's wording is unclear. It should be a scene object.
Again though: is the "Default Sound" field actually assigned at runtime, when the error shows?
If all was working before, what version were you previously using?
As a test, unparent the Sound object from the MainCamera in the first and second scenes - does that make any difference?
Yes, sorry, I can see the field assigned as usual in each scene in runtime while looking at the editor. I click the field and signals the default sound in the scene.
I tried too unparenting from some cameras and check.
I also tried making a prefab that survives scenes..... That didn't work either.
I've been working in this project for a year, published since 5 months ago, never had that error showing before. My last working version was 1.69.4 since released; I was on that and next update in this project was directly 1.70.4, as I was waiting for a stable version.
And as said, all other sounds works, Menu sounds, music, ambient, one shoots...
Other Menu sounds such as hover/click work?
Try opening Dialog.cs, and insert the following into line 278:
Does that resolve the issue?
That fix it.
What could have cause this?
I do not know - I still cannot recreate it. But I shall incorporate this change into the next release.
Fun fact, I just ran into this problem today, while attempting to port a game to the Nintendo Switch, and that line change fixed it as well. So it seems to exist in version... 1.70.4 while using Unity 2019.3.8f1
Side note: While I did get the game to run on the 3DS, a while back, the amount of work rebuilding every scene was just far too much for me to handle part-time (it requires an old version of Unity and as we all know downgrading a project is pretty much impossible, in this case, the scenes load, but all logic is lost and has to be reentered and reconnected.). But the Switch? WOW, now this is some serious support. It works with the newest version of Unity and porting has been a breeze so far. "It just works!" Within an hour I played through my entire game on the switch, came across a total of 5 bugs, this being one of them, and have been slowly resolving them. Should have this ready in a month
v1.70.4 was still the latest release back then - the next release is taking a little longer than hoped to be finished, I'm afraid.