Typwriter sound effects play before bark begins
Posted: Thu Jan 07, 2021 12:42 pm
Hello,
As an FYI I just started playing around with Dialogue System for Unity today
I had setup a basic scene where an NPC will bark some text from a database when the player approaches. I wanted the bark to have the typewriter effect with some sound blips, so I created a new prefab from the "Bubble Template Standard Bark UI" template and added a typewriter effect script to the text component as shown in the attached image.
The typewriter effect works as expected visually, however, there is a problem with the sound. Specifically, when I start the scene the two sound blips play even though I have not triggered the bark by interacting with the NPC. The two clips play just once on scene load. For reference, the sound works as expected when I do trigger the bark by interacting with the NPC.
How can I go about preventing these sound clips from playing when the scene loads? Is it possible I am assigning the typewriter effect incorrectly or in the wrong place?
Thanks,
As an FYI I just started playing around with Dialogue System for Unity today
I had setup a basic scene where an NPC will bark some text from a database when the player approaches. I wanted the bark to have the typewriter effect with some sound blips, so I created a new prefab from the "Bubble Template Standard Bark UI" template and added a typewriter effect script to the text component as shown in the attached image.
The typewriter effect works as expected visually, however, there is a problem with the sound. Specifically, when I start the scene the two sound blips play even though I have not triggered the bark by interacting with the NPC. The two clips play just once on scene load. For reference, the sound works as expected when I do trigger the bark by interacting with the NPC.
How can I go about preventing these sound clips from playing when the scene loads? Is it possible I am assigning the typewriter effect incorrectly or in the wrong place?
Thanks,