Wwise + Dialogue System

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Zetheyo
Posts: 1
Joined: Tue Feb 08, 2022 8:31 am

Wwise + Dialogue System

Post by Zetheyo »

Hello,

I'm joining a team that works on Unity and has the Dialogue System set up for all dialogues. As a Sound Designer, I would like to run this project with Wwise. I know Wwise pretty well but not Dialogue Manager.
My question is simple: Are any of you using Wwise + Dialogue System in Unity? If so, what is your way of linking them?

Thanks

Theo
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Tony Li
Posts: 22152
Joined: Thu Jul 18, 2013 1:27 pm

Re: Wwise + Dialogue System

Post by Tony Li »

Hi Theo,

A sequencer command is the way to go. You (or your programmer) can find a starter template script in Plugins / Pixel Crushers / Dialogue System / Templates / Scripts / SequencerCommandTemplate.cs. Just copy it and fill in your code where the comments indicate. It will then show up in the Sequence field's "+" dropdown menu and/or you can type it manually into the Sequence field.

The manual has a section with Cutscene Sequence Tutorials. Part 6 covers custom sequencer commands. You can also refer to the Cutscene Sequences section of the manual.

If you want to see how the built-in AudioWait() sequencer command works, you can examine the source (SequencerCommandAudioWait.cs). For your Wwise command, you probably don't need to implement everything that the AudioWait() command does. It's designed to be able to handle a lot of different cases.

To see the AudioWait() command in action, play DemoScene1 and talk to the NPC. The Dialogue Manager's Default Sequence uses AudioWait().
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