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ダイアログイベント

To drive the dynamic dialogue in your game, Wwise uses the Dialogue Event, which is basically a set of rules or conditions that determines which piece of dialogue to play. The Dialogue Event allows you to re-create a variety of different scenarios, conditions or outcomes that exist in your game. あらゆる状況に確実に対応するために、デフォルトや予備条件も設定できます。

All these conditions are defined using a series of State and Switch values. These State and Switch values are combined to create paths which define the particular conditions or outcomes in the game. 次に各パスに対して、Wwiseサウンドオブジェクトをひも付けます。As the game is played and Dialogue Events are called, the game verifies the existing conditions against those defined in the Dialogue Event. The condition or State/Switch path that matches the current situation in game determines which piece of dialogue is played.

[注記] 注記

Although Dialogue Events were initially created to handle game dialogue, they are not reserved explicitly for dialogue and can be used for a variety of other purposes in your game.

例4.2 ダイアログイベントの活用例

例えば、実況中継付きのアイスホッケーゲームを考えてみましょう。プレイヤーがシュートして得点した時は、プレイヤーのアクションに対応した実況中継が流れるべきです。To set up the different possibilities and outcomes in Wwise, you will need to create Dialogue Events for Players, Actions, Transitions, and so on. Each of these Events will contain a set of corresponding State and Switch values that you have created for your game. You must create a State/Switch path that defines each condition or outcome and then assign an appropriate voice object to each State/Switch path. During gameplay, the game will match the current State/Switch values against the paths you defined in Wwise to determine which voice object to play.

The following illustration demonstrates how Dialogue Events created in Wwise can generate a play-by-play commentary that says “Cross shoots and scores!”:



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