VO Bark with multiple nodes

Announcements, support questions, and discussion for the Dialogue System.
Post Reply
nrvllrgrs
Posts: 20
Joined: Wed Nov 11, 2015 4:55 pm

VO Bark with multiple nodes

Post by nrvllrgrs »

Is it possible to have a a branch be a VO bark? I want to have a radio in the environment that plays an "conversation" between 2 NPCs without using the standard conversation slot.
User avatar
Tony Li
Posts: 21722
Joined: Thu Jul 18, 2013 1:27 pm

Re: VO Bark with multiple nodes

Post by Tony Li »

Hi,

Yes. Here's how:

1. Set up a Bark Dialogue UI. You can put it on a GameObject in the scene, or just add it to an empty GameObject and save it as a prefab.

2. Add an Override Dialogue UI to one of the GameObjects involved in the conversation (e.g., the radio). Assign the Bark Dialogue UI GameObject or prefab.

3. Add a bark UI to both participants. If it's a radio, you can use the same radio GameObject for both participants.

4. In your conversation, use the AudioWait() sequencer command. You can specify the audio clip name in each dialogue entry node, or you can use entrytags to simplify it.
nrvllrgrs
Posts: 20
Joined: Wed Nov 11, 2015 4:55 pm

Re: VO Bark with multiple nodes

Post by nrvllrgrs »

Is there a way to set this up in Chat Mapper?
User avatar
Tony Li
Posts: 21722
Joined: Thu Jul 18, 2013 1:27 pm

Re: VO Bark with multiple nodes

Post by Tony Li »

Sure. In Chat Mapper, associate an audio file with each dialogue entry. You can even play it in Chat Mapper's simulator and listen to the flow.

The Chat Mapper Converter automatically converts audio file references into Dialogue System AudioWait() sequencer commands, so you can skip step 4. You'll still need to do steps 1-3, since that doesn't have anything to do with the Chat Mapper side of things.
Post Reply