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VO Bark with multiple nodes

Posted: Thu Nov 12, 2015 7:26 am
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.

Re: VO Bark with multiple nodes

Posted: Thu Nov 12, 2015 9:26 am
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.

Re: VO Bark with multiple nodes

Posted: Thu Nov 12, 2015 11:29 am
by nrvllrgrs
Is there a way to set this up in Chat Mapper?

Re: VO Bark with multiple nodes

Posted: Thu Nov 12, 2015 11:54 am
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.