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Many games today, including real-time strategy, sports, and adventure games, have an audio component that is dynamic or driven by the Action that is taking place in game. With all the different variables and outcomes that can exist in a game, this type of audio certainly represents a unique challenge for scriptwriters and audio designers. To cover all the different combinations of dialogue for each condition or outcome, you may need thousands of assets and complex Switch Container hierarchies. This can be very costly in terms of memory usage. In an effort to streamline the development process and reduce the overall memory consumption, Wwise introduces the Dynamic Dialogue system.
The Dynamic Dialogue system is a lightweight and efficient method for building and managing dynamic audio in Wwise. It uses a set of rules within a decision-tree structure to determine which piece of dialogue to play at any particular moment in game.
Additional features, available in the Wwise SDK, allow you to build on this already powerful system by creating runtime dynamic sequences, which are ideal for play-by-play commentary in sports games. In Wwise, you can break down dialogue into individual words or small phrases and then assign these pieces of dialogue to specific paths within the decision-tree structure. As the game is being played, the specific words are submitted to the sound engine where they are dynamically stitched together to form free-flowing sample accurate sentences. Because words and small phrases exist separately, they can also be combined and re-used in a variety ways. For more information on integrating dynamic sequences into your game, refer to the Wwise SDK documentation .
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, including footstep sounds on a variety of ground surfaces.