Let's start with the main question:
How can I add a sound everytime the player clicks to continue, that is, clicks to advance the dialogue?
Basically, that has been answered a couple of times in the past, but the usual answer, which is to add:
Code: Select all
def callbackcontinue(ctc, **kwargs):
if ctc == "end":
renpy.music.play("sounds/ctc_click.ogg", channel="ctc", loop=False)
Currently, the way I'm doing it is this:
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#note that 'beepyvoice' is a custom audiochannel I created somewhere else.
def playervoice(event, interact=True, **kwargs):
if not interact:
return
if event == "show_done":
renpy.sound.set_volume(.5, 0)
renpy.sound.play("audio/sfx/voices/Protag Voice.wav", loop=True, channel='beepyvoice')
elif event == "slow_done" or event == "end":
renpy.sound.stop(channel='beepyvoice')
Code: Select all
define P = Character(_("You"), callback=playervoice)
