Conversation ends as soon as SequencerCommand stops?
Posted: Thu Jun 29, 2023 11:51 pm
Hi there,
I've written a SequencerCommand to call some sound via FMOD. It plays the sound and waits, calling SequencerCommand.Stop() after the clip is finished. I find, however, that as soon as Stop is called, the dialogue system ends that line (even if it's not finished with the typewriter effect yet). What can I do to play the command without affecting the visual behaviour of the dialogue system?
Thank you!
I've written a SequencerCommand to call some sound via FMOD. It plays the sound and waits, calling SequencerCommand.Stop() after the clip is finished. I find, however, that as soon as Stop is called, the dialogue system ends that line (even if it's not finished with the typewriter effect yet). What can I do to play the command without affecting the visual behaviour of the dialogue system?
Thank you!