Hi Chris,
With speech files referenced through Addressables, playing a line whose audio key is missing produces an InvalidKeyException from ActionSpeech.StartAddressableSpeech().
This makes testing voice-over difficult while recordings are incomplete. Some characters or individual lines don’t have audio yet, so normal dialogue testing generates repeated red errors and interrupts playback when Error Pause is enabled.
Could missing speech audio fall back to subtitles with an AC warning instead? The same would be useful for missing file-based lipsync data.
I applied a local fix that checks LoadResourceLocationsAsync before loading the asset. If no matching location exists, it logs a warning and continues without that asset, while genuine asset-loading errors remain visible.
AC 1.86.7 · Unity 6000.6.5f1 · Addressables 2.11.2
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Comments
I'd be concerned that such a call adds delay and overhead, but the case for it is understandable.
I'll give it some thought.