Table of Contents
As games continue to grow into their role as a storytelling medium, there are few devices available greater than the human voice in its ability to convey emotion and establish character. Whether you're dealing with non-verbal communications or building complex trees of conversational outcomes, there exists a suite of tools designed for the express purpose of integrating dialogue within the flow of gameplay in Wwise.
Throughout this chapter we have:
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Discussed getting started with voice.
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Differentiated between verbal and non-verbal vocalizations.
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Established a methodology for localizing dialogue.
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Discussed the role of dialogue positioning in different scenarios.
Stepped through the process of:
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Importing sound voice objects for English language dialogue files.
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Importing localized language dialogue files using the Audio File Importer.
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Adjusting the percentage of center channel contribution for 2D positioned sounds.
We've also touched on:
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Using arguments to creating branching dialogue.
Throughout this section we have created the following objects:
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Spoken dialogue sound voices in the English language and localized in French.