I could probably add some events for when a clip is activated/deactivated (not only for Animation Clips), but why not play the audio with the Audio Track in slate. Is the reason to avoid extra clips, since you only want this audio to be played tied with the animation?
Another solution would be to add Animation Events to the animation itself in the usual way of adding Animation Events in Unity. With that said though, there is a small bug currently that prevents Animation Events from being called, but which can easily be fixed by commenting out line #205 masterMixer.Pause(); in AnimatorTrack_2017.cs .
Let me know if using Unity AnimationEvents for that works for you, or if you still would prefer an onActionClipEnabled and onActionClipDisabled event in Cutscene class (static events).
Thanks!
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