Sound effect for characters doesn't work

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Frioniel
Posts: 13
Joined: Fri Sep 22, 2017 9:25 am

Sound effect for characters doesn't work

Post by Frioniel »

Hello

I'm writing new topic because of sound effect doesn't play for each characters. (May be... I don't know how to activate the function)

First...

What I want to make is play the sound effect for each characters.

Here's the example below the link.
https://youtu.be/DAaH1WNdTEM?t=2m35s

So I did like this.

I read the document about typewriter class reference.

I put the sound effect clip into the Unity UI Typewriter Effect's Audio clip.

My current character per seconds value is 50. (Unity UI Typerwriter Effect)

And Chars/Second is 10, Min Seconds is 3. (Wizards - Dialogue manager - Subtitle section)

But.. I can't hear any sounds from my game.

Did I miss something?
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Tony Li
Posts: 22061
Joined: Thu Jul 18, 2013 1:27 pm

Re: Sound effect for characters doesn't work

Post by Tony Li »

Hi,

Add an audio source to the NPC Subtitle Line, or assign one of your own audio sources to the typewriter effect's Audio Source field. (In the next version, the typewriter effect will automatically add an audio source if it doesn't have one.)
Frioniel
Posts: 13
Joined: Fri Sep 22, 2017 9:25 am

Re: Sound effect for characters doesn't work

Post by Frioniel »

Thanks for the reply.

and I have another question.

I wonder, does this system supports the Audio Toolkit asset?

I know this system supports Master Audio asset as third party

but currently I can't afford Master Audio asset now, so I'm trying to use Audio Toolkit free version in the asset store.
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Tony Li
Posts: 22061
Joined: Thu Jul 18, 2013 1:27 pm

Re: Sound effect for characters doesn't work

Post by Tony Li »

Hi,

There's no specific integration package for Audio Toolkit right now. If you're a little comfortable with code, you could write a custom sequencer command that calls Audio Toolkit, such as AudioController.Play("MySoundEffect1"). Sequencer commands are easy to write, and the Dialogue System even includes a thoroughly-commented starter template. In fact, this would probably do it:

SequencerCommandAudKit.cs

Code: Select all

using UnityEngine;
using PixelCrushers.DialogueSystem;
 
public class SequencerCommandAudKit : SequencerCommand {
    public void Start() {
        AudioController.Play(GetParameter(0));
        Stop();
    }
}
This will add a sequencer command AudKit(x), where x is an Audio Toolkit audio ID.

For example:
  • Dialogue Text: "Hello, world."
  • Sequence: AudKit(hello)
Frioniel
Posts: 13
Joined: Fri Sep 22, 2017 9:25 am

Re: Sound effect for characters doesn't work

Post by Frioniel »

I get it!

Thank you very much!
sunarty
Posts: 1
Joined: Mon Jan 29, 2018 12:36 pm

Re: Sound effect for characters doesn't work

Post by sunarty »

Btw I have a question to developers , I am looking for sound effects for my game and thinking about buying this bundle ,
what do you think is it worth my penny?
https://www.lucidsamples.com/bundles-sa ... undle.html
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Tony Li
Posts: 22061
Joined: Thu Jul 18, 2013 1:27 pm

Re: Sound effect for characters doesn't work

Post by Tony Li »

It depends on your budget, the needs of your game, and your preference. For me personally, the audio in that bundle has too much static. But that might be exactly what some specific game needs.
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