Hi,
I am little bit confused why I can't find anything here because it seems obvious that this is a important feature but actually I really did not find anything.
So my question / request:
It would be very very handy if you could extend the Dialogue (play speech) module in the ActionList Editor with a Sound (Play-one-shot) attribute. So that you could display a dialogue and at the same time play an audio file. This can already be done with a single Dialogue and a single Sound Module, but this is twice as much effort especially with huge amounts of dialogues. In addition the option subtitles can be skipped only works on the dialogue you have still to wait for the sound to finish.
With a combined dialogue module you would be able to write better games in fewer time, this would be a great feature.
Comments
All data related to voice files is kept in the Speech Manager, so that's probably what you're seeing.
Let's say I have a project with assigned audios to the texts and then i need to add later some dialogue I need to press gather text to update the textes and then all references would be lost this seems like a bug or did I still miss a small point here?
Option up SpeechManager.cs, and find the function named "RestoreTranslations". Insert the following just before the "break;" command:
line.customAudioClip = tempLine.customAudioClip;
line.customLipsyncFile = tempLine.customLipsyncFile;
line.customTranslationAudioClips = tempLine.customTranslationAudioClips;
line.customTranslationLipsyncFiles = tempLine.customTranslationLipsyncFiles;
Were the changes you posted above the only such changes? Please correct me if I'm mistaken, but it looks like this is because you're using local prefabs in each scene. I will have to think on how to solve this, but it should be that this is an isolated exception and not too serious.
For the audio issue, what are the exact steps you're taking to produe this? Was this only occuring after the updated SpeechManager.cs file I sent you?