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0 投票
Are there any plans for implementing subtitle support for the UE4 integration? AFAICT that's the main thing we're losing when we finish the transition away from the stock UE4 sound cues. We implemented something custom for our last title (which was UE3) but I'd like to avoid that if possible. The main issue was resolving which subtitle should play since a given call to PostEvent could potentially map to a set of audio files.

Thanks!
分类:General Discussion | 用户: Erik I. (170 分)
Can we get a response on this? Thanks!

1个回答

0 投票

The usual way to do this is to use makers in your source files, and using the AK_Marker callback with your PostEvent call. You can then access a data structure containing a mapping of marker cue to subtitle text.

For more information on this, you can refer to the Wwise SDK documentation, under section Sound Engine Integration Walkthrough » Integrate Wwise Elements into Your Game » Integrating Markers 

用户: Benoit S. (Audiokinetic) (16.0k 分)
Yes, that's how we did it on our last project. You aren't planning on building support into the integration then I take it?
It would basically be the same implementation as exposing delegates for callbacks (from your other question). People like to handle their subtitles in different ways, so exposing a delegate for AK_Marker would be the way this is implemented.

We might consider doing a more comprehensive subtitle system, but the scope of this would be quite large, and would take a while to implement.
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