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0 投票
Hi, I am currently working my way through the Wwise Cube project and want to put dialogue throughout the game (when picking up ammo, health, taking damage, phrases when fighting certain enemies), but I can't figure out a way of prioritising certain lines over others and making sure that none of the dialogue overlaps. I have looked at dynamic dialogue but I'm not sure how to apply it to what I need. I am new to Wwise so apologies if there is something obvious I've missed. Many thanks in advance for any feedback!
分类:General Discussion | 用户: Jack E. (180 分)

2 个回答

0 投票
As far as I am aware there is no way to do this from within Wwise - you would need to change the code that triggers the Wwise events in the Cube project.
If that is not an option for you, a quick fix could be to put all your dialogue in the same actor-mixer, and then stop that actor-mixer in each of your events before starting
the new dialogue line. That will at least cut off the previous line when the new one starts :-)
用户: Tobias D. Nielsen (2.5k 分)
0 投票
As Tobias mentioned, normally processes like the one you ask for would be controlled via coded events or external database variables. + you would also have unique events for the triggers you request.

You are absolutely spot on to look at dynamic dialogue, however i don't think it has been looked at by anyone for the Cube Demo as new code is needed.

A suggested solution is controlling content via audio busses. Then simply silencing (or delay triggering) the content you wish not to play allowing priority content only to be heard.
If you plan to have lots & lots of content controlled via the busses, it could get completed and messy very quickly. Plan update before implementing.

For information of how to set up the mixer busses with this suggested solution, please see the video here:
https://www.youtube.com/watch?v=bKEFn5UAP4Q

Also, the vocal idle video will be helpful:
https://www.youtube.com/watch?v=TuHnNXn8AdI&t

I hope the above helps your progress.
用户: Graham S. (650 分)
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