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This is only for SDK3, I haven't used SDK2 for a very long time now. You've said in the past you were making a custom armature, not humanoid, so I'm unsure of if using the default FX Layer and customizing will work, but you can set it up similarly to how you did your other gestures, except in FX, use the same parameters as you do it gestures.
Say you are doing emotes and using the default parameter, VRCEmote, and you wanted it to play on whatever clap is, say 3, you would create VRCEmote on the FX Layer, create a new layer, and add your animations that enable and disable only the audio file, with the transition conditions being, like the example,
VRCEmote "equals" 3 for enabling the sound file
VRCEmote "does not equal" 3 for disabling the sound file.
I'm doing this from memory, and also haven't used sound files on an avatar for months, so I'm sorry if it isn't working or I made a mistake.
There may be an updated video on youtube for how to do this, it would need to have come out in the last couple of months, or show how to do it outside of the gesture layer as that hasn't worked for several months from what I had experienced.
all i did was clicked the hip bone, created an audio source, dragged in the .ogg, set volume to 0.5 and max distance to 10, linear space, unchecked the box at the top, and in the animation added the audio source property and set it to enabled.
at no point did anyone say anything about parameters.
also strangely enough last night when i uploaded my avatar for the first time, the audio didnt play in my home, it didnt play in the among us game, but it DID play in the Murder game
Also my armature is humanoid now
https://www.youtube.com/watch?v=c7mZY7DYVu8
It is odd that the audio would work in the one single instance, it should either be working all the time or never working.
You should need an enable animation and a disable animation for the sound source object on the armature, and the conditions need to be
"Equals" for transitioning to the On animation
"Not Equal" for transitioning to the Off animation.
If you are doing this for gesture that plays once, you would need to set the On/Off animations for the sound with an exit time and have them be the same length as your gesture animation.
I did however find that enabling the audio in the dance animation and disabling it in the idle standing animation works.
also discovered that if you have more than one audio, the game will be a dumbass and try to play whatever the hell it feels like unless you disable all other audios besides the one you actually want in any given animation