Popping sounds with character callback

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skyberia
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Popping sounds with character callback

#1 Post by skyberia » Tue Dec 15, 2020 6:51 pm

Hey all! Working on a game right now, and just figured out how to use callbacks. Making the characters go "bleep bleep bleep" as they speak, like in Ace Attorney or Undertale and whatnot.
I'm using this code found in the documentation:

Code: Select all

       init python:
    def beepy_voice(event, interact=True, **kwargs):
        if not interact:
            return

        if event == "show_done":
            renpy.sound.play("beeps.ogg")
        elif event == "slow_done":
            renpy.sound.stop()
It works perfectly fine, but the only issue I've found is that it stops the "bleep" sound that I'm using partway through the playthrough of it, causing there to be a very audible "pop" sound at the end of each bit of dialogue.
Is there anything I can do to prevent this from happening? Something I can add to the code to make it not stop the sound midway through when it reaches the end of a sentence?
Thanks in advance!

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ghostclown
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Re: Popping sounds with character callback

#2 Post by ghostclown » Tue Dec 15, 2020 9:20 pm

Someone more experienced might have an actual answer, but I've found that keeping your blips really short helps out a lot.

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skyberia
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Re: Popping sounds with character callback

#3 Post by skyberia » Tue Dec 15, 2020 11:39 pm

I have no idea why that didn't occur to me before! I'll probably do that, if nobody else has any other ideas. Thank you!

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