Bark Setup Inquiry

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jbkim1988
Posts: 6
Joined: Fri Jan 03, 2025 7:49 am

Bark Setup Inquiry

Post by jbkim1988 »

Hello, dear Tony!
I've made a bark NPC, and I'd like to show the NPC's bark subtitle until two seconds after playing the audio sequence.
Right now, it depends on the bark on Idle's Min Seconds and Max Seconds options.
How can I solve this?
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Tony Li
Posts: 23256
Joined: Thu Jul 18, 2013 1:27 pm

Re: Bark Setup Inquiry

Post by Tony Li »

Hi,

Tick the bark UI's "Wait Until Sequence Ends" checkbox.

Then set the bark's Sequence to something like:

Code: Select all

AudioWait(entrytag)->Message(FinishedAudio);
Delay(2)@Message(FinishedAudio)
The first line will play the audio specified by the dialogue entry's entrytag. When it's done, it will send the sequencer message "FinishedAudio".

The second line will wait for the message "FinishedAudio". Then it will delay 2 seconds.
jbkim1988
Posts: 6
Joined: Fri Jan 03, 2025 7:49 am

Re: Bark Setup Inquiry

Post by jbkim1988 »

Thanks for your reply!
When I remove the Min seconds and Max seconds on Bark On Idle Script, the bark goes to the last sequence immediately.
I adjusted my bark sequences like this.
AudioWait(Audio/audio_0_HI__I_m_Ivo__)->Message(FinishedAudio);
Delay(2)@Message(FinishedAudio)
But still, it doesn't work.
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Tony Li
Posts: 23256
Joined: Thu Jul 18, 2013 1:27 pm

Re: Bark Setup Inquiry

Post by Tony Li »

Hi,

Temporarily set the Dialogue Manager's Other Settings > Debug Level to Info. This will log bark activity (along with all other Dialogue System activity) to the Console window. Review the logs to determine what's going on.

If that doesn't help, what DS version are you using?
jbkim1988
Posts: 6
Joined: Fri Jan 03, 2025 7:49 am

Re: Bark Setup Inquiry

Post by jbkim1988 »

It looks like something is skipping my whole bark sequence.
What value should I use for Min Seconds and Max Seconds value?
Can I use it as 0?
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Tony Li
Posts: 23256
Joined: Thu Jul 18, 2013 1:27 pm

Re: Bark Setup Inquiry

Post by Tony Li »

Hi,

Is there a file named "Audio/audio_0_HI__I_m_Ivo__" in a folder named "Resources"?

Tick the Dialogue Manager GameObject's Display Settings > Camera & Cutscene Settings > Report Missing Audio Files checkbox and test it again. By default (without this checkbox ticked), the Dialogue System doesn't report when AudioWait() can't find the specified file. This is because designers often write their dialogue and want to test it before the voiceover audio has been recorded.
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