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I have music playing on my level, but when I enter dialogue, it stops. I’m guessing this is because I’m pausing the game to play the dialogue. Does anyone know a way around this? Maybe a way to only pause player movement and not audio? I would appreciate any help with this. |
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Yes this is caused by you pausing the game. Although I know that emilio did the same in his video, I would not suggest to using godots pause system for this, because it means, there is no way to actually pause your game anymore (for a pause menu of some sort). I personally always use some kind of gamestate to tell the player and other things, that a dialog is running (or that other things are happening). Here is a fictional example of how that could work:
There are other options too. If you want to keep pausing the whole game you will need to set the pause_mode of the AudioPlayer to process. You can find that in the inspector at the very bottom. If introducing a whole GameState doesn't make sense for your project you can just check agains Dialogic.has_current_dialog_node() which will return true whenever there is a dialog node running. |
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How is your music implemented? I resolved mine by putting AudioStreamPlayer node to Process (it's set to Inherit by default, if I remember correctly) |
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How is your music implemented? I resolved mine by putting AudioStreamPlayer node to Process (it's set to Inherit by default, if I remember correctly)