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(1 edit)

So, it's generic blips. You just have that as callback for the character and dialogue causes events to be provided.

See if this can help you: https://www.renpy.org/doc/html/character_callbacks.html#character-callbacks

You just need to pay additional attention to "slow_done" and that would be the same as "show_done". Probably like this:

     def dialoguesound(event, interact=True, **kwargs):
         if not interact or event in ("slow_done", "show_done"):
             renpy.sound.stop(channel="dialogue", fadeout=0.1)
         elif event == "show":
             renpy.sound.play("sfx/voices/generic.ogg", channel="dialogue", loop=True)

this modified code (i believe specifically the show_done portion) just seems to make it so the sound doesnt play at all

(1 edit)

Try not checking for "interact". Maybe that should be ignored. I'm not sure. I may have induced you in error by having it stopping the sound when interact is False.

unfortunately this still makes no difference.

Then something more extreme is happening which I'm not figuring out. Try asking for that help in renpy Discord or the forums.