Added Voice Overs to Dialogue System#147
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- Next Commit should contain fixes for progressing through dialogue, it seems lines following the first are not playing (Most likely from the way progressing through dialogue works rn) - New Voice Overs are reflected on s1_camp01.yarn which can be heard on scene: Level 1 Pre-Combat - Added the Voice Over Gameobject, which holds the Voice Over View and Audio Line Provider components, onto the Dialogue System Prefab.
- The Voice Overs now play with every dialogue line - The BonBon Yarn Project requires every dialogue to have a specified line id, whether or not voice lines are delivered. - These ideas by default are references to random memory addresses, but can be modified with names of audio clips - All Voice Over Audio clips should be located in one "localization folder" required by yarn - I've created the English Localization folder in Assets > Sound Assets > Dialogue Voices > EN, we can store all voice over files here and name them similarly to what I have. - With these names, on every dialogue line written you just write #line:[name of voice file] and it'll run it! - Last thing to fix is to add an interrupt handler on audio lines to resolve improper dialogue skipping and duplication
- We know have voice overs working! - Current Issue: Pan and Mochi's voices sound don't sound like Pan and Mochi.
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We can now give voice overs for any character dialogue using yarn spinner!
There are a couple of things to make this work properly:
Assets > Sound Assets > Dialogue Voices > ENwith an appropriate convention.e.g.
This can be done automatically by clicking
Add Line Tags To Scriptsin the Bonbon yarn project file located atAssets > _Scripts > EventSequencer > Events[Commit history covers the rest of details]