Stop Bark
Posted: Wed Dec 30, 2020 8:21 pm
I was just trying to figure out how to immediately short-circuit a bark.
This is my Bark Sequence:
BarkBubbleOpened is called when the bark bubble finishes its appear animation.
I also have WaitUntilSequenceEnds checked (assuming that would cause the bark
to close when the sequence was finished). I have duration set to 0.0001 so that the bark
depends solely on the sequence's end to decide when to close.
(0 won't work because the code seems to force a non-zero value)
I thought this would work:
However, even though the bubble closes as expected, the audio seems to continue playing.
Is there any way to immediately and completely stop the bark?
Side Note:
isPlaying in StandardBarkUI seems like it should be true when the bark is active and still playing a sequence, but it's not since it depends on the bark duration (which may be irrelevant if you're using sequences to determine the end).
This is my Bark Sequence:
Code: Select all
AudioWait(entrytag)@Message(BarkBubbleOpened);
I also have WaitUntilSequenceEnds checked (assuming that would cause the bark
to close when the sequence was finished). I have duration set to 0.0001 so that the bark
depends solely on the sequence's end to decide when to close.
(0 won't work because the code seems to force a non-zero value)
I thought this would work:
Code: Select all
DialogueManager.StopSequence(BarkController.LastSequencer);
Is there any way to immediately and completely stop the bark?
Side Note:
isPlaying in StandardBarkUI seems like it should be true when the bark is active and still playing a sequence, but it's not since it depends on the bark duration (which may be irrelevant if you're using sequences to determine the end).