Hi
Noob question but I couldn't find it in the forums.
I've recorded some conversations to accompany the typewriter animation.
I tried using the Voice() command in the Sequencer to call my recordings (the files are all in a Resources folder). But I am not getting anything.
I don't have any talk animation on the characters.
Am I doing it wrong?
Is there a simpler way to add voice files?
Thanks
Narration
Re: Narration
Hi,
If the files are in a Resources folder, you can just drag them into the corresponding dialogue entry's Sequence field.
For a more detailed explanation and a more scalable approach using entrytags, please see the Cutscene Sequence Tutorials.
If the files are in a Resources folder, you can just drag them into the corresponding dialogue entry's Sequence field.
For a more detailed explanation and a more scalable approach using entrytags, please see the Cutscene Sequence Tutorials.
Re: Narration
Wow... That was simple enough.
Thank you again!
However, now it overlaps with other sound effects I've been calling during conversations. Sound effects and narration now share the same AudioSorce
Also, I was wondering how to set background sounds that won't get interrupted by the narration or by the sounds effects
Thank you again!
However, now it overlaps with other sound effects I've been calling during conversations. Sound effects and narration now share the same AudioSorce
Also, I was wondering how to set background sounds that won't get interrupted by the narration or by the sounds effects
Re: Narration
Hi,
The Audio() and AudioWait() commands will use the Audio Source component on the speaker's GameObject. If the speaker's GameObject doesn't have an Audio Source, the command will create a default one on the GameObject.
To learn more about how the Dialogue System determines which GameObject is associated with each speaker, please see Character GameObject Assignments.
I recommend playing your other audio, such as background audio, through an Audio Source on a different GameObject than the speaker.
The Audio() and AudioWait() commands will use the Audio Source component on the speaker's GameObject. If the speaker's GameObject doesn't have an Audio Source, the command will create a default one on the GameObject.
To learn more about how the Dialogue System determines which GameObject is associated with each speaker, please see Character GameObject Assignments.
I recommend playing your other audio, such as background audio, through an Audio Source on a different GameObject than the speaker.