Dialogue playing during conversation when called, then sporadically plays after the conversation is over. I'm using the AudioWait(>.wav file name here<) command with a reference to a .wav file in the projects resources folder. Has anyone else run into this issue and been able to fix it? Not sure what could be causing it because the .wav is only referenced in the dialogue manager. It happens with all of the player vo lines. The other NPCs play appropriately.
Here is a link to a video of the bug happening.
Dialogue Clips Play Sporadically After Leaving Conversation
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- Posts: 1
- Joined: Sun Apr 25, 2021 8:05 am
Re: Dialogue Clips Play Sporadically After Leaving Conversation
Hi,
Check the Audio Source components on the GameObjects where the audio plays (e.g., player and NPC). Make sure Loop and Play On Awake are unticked.
If the GameObjects don't have Audio Sources, add them and untick Loop and Play On Awake.
If you're not sure which GameObjects are being used for the audio, temporarily set the Dialogue Manager's Other Settings > Debug Level to Info. When the audio plays, examine the Console window. Each AudioWait() will log two lines. The second line will indicate which GameObject the audio is playing on.
Check the Audio Source components on the GameObjects where the audio plays (e.g., player and NPC). Make sure Loop and Play On Awake are unticked.
If the GameObjects don't have Audio Sources, add them and untick Loop and Play On Awake.
If you're not sure which GameObjects are being used for the audio, temporarily set the Dialogue Manager's Other Settings > Debug Level to Info. When the audio plays, examine the Console window. Each AudioWait() will log two lines. The second line will indicate which GameObject the audio is playing on.