Hi,
Use the
Audio() sequencer command instead of AudioWait().
By default, if you drag an audio clip into the Sequence field, it will add an AudioWait() command for it. Some options:
1. Manually change the Sequence field to Audio()
2. Or from the "+" dropdown menu to the right of the Sequence field select Audio Drag-n-Drop > Use Audio(). From then on, when you drag audio files into the Sequence field it will add Audio() commands.
3. Or use
entrytags. In this case, you may be able to leave the Sequence fields blank and set the Dialogue Manager GameObject's Display Settings > Camera & Cutscene Settings > Default Sequence to something like:
Note that I added a Delay() command. If you're not requiring the player to click a continue button, then each dialogue entry Sequence's Audio() command will immediately start the audio and then end the sequence, which will cause the conversation to immediately advance to the next dialogue entry. You can either add a Delay() command like above, or if you require the player to click a continue button you don't need to worry about it since the dialogue entry will wait for the continue button click.