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Describe the bug
When a text event without a character plays it uses the sound mood from the previously speaking character.
To Reproduce
Set a default sounds folder under Styles -> Sounds -> Typing Sounds
Add a character and add a Typing Sounds -> Mood with different audio than the style default and set it as the characters default sound mood.
To a timeline using the style with typing sounds add 3 text events.
The first should have no character (to hear the default typing sound)
The second should have the character you set a default sound mood on (to hear the characters sound mood)
The third should have no character (to hear the previous characters sound mood continue to be used)
Play the timeline, in engine or using the preview function.
Expected behavior
When no character is speaking the sound mood should revert back to the default that is set for the style.
System (please complete the following information):
OS: Windows, macOS
Godot Version: 4.1.2.stable
Dialogic Version: 2.0-Alpha-10
Solutions
Possible fixes
Adding dialogic.Text.update_typing_sound_mood({}) alongside this line fixes the issue! But I'm not sure if that's the desired way it should work, or if reverting back the default should be explicit in some way (option on the text event/settings).
The text was updated successfully, but these errors were encountered:
Looks like this is a good fix. It should always switch back to the default, no need to make that a setting. Thanks for the report (and providing a fix!)
* Make sure typing sound resets on text without character
- fixes#1842
* Fix#1834
The load_typing_sounds method will now always list imported audio files only and correctly load them when exported.
The problem
Describe the bug
When a text event without a character plays it uses the sound mood from the previously speaking character.
To Reproduce
Expected behavior
When no character is speaking the sound mood should revert back to the default that is set for the style.
System (please complete the following information):
Solutions
Possible fixes
Adding
dialogic.Text.update_typing_sound_mood({})
alongside this line fixes the issue! But I'm not sure if that's the desired way it should work, or if reverting back the default should be explicit in some way (option on the text event/settings).The text was updated successfully, but these errors were encountered: