Hi again!
Hope you are doing well!
My audio team has been asking me for suggestion on how to implement audio and voice over in the dialogues...
I have searched your forums... found 2 threads (1 from 2018 and 1 from earlier this year)
https://www.pixelcrushers.com/phpbb/vie ... ise#p29947
However I have zero knowledge on how to use the Sequencer... nor do I think we really "need" to for our project...
Maybe I should learn it... i don't know really since we use very classic "visual novel style" of dialogues
My audio team wanted to simply add some "type sound" WWise Event every time a letter appeared using the UnityUITypewriterEffect.cs --- I found that at line 241 there is a reference to the audiosource/audioclip, then on line 326 there is PlayCharacterAudio.. which is where I would fire up the Wwise Event... a single line would do it...
YOU DID however tell me a few months ago when I started at this job to let you know if i ever wanted to modify your source code
https://www.pixelcrushers.com/phpbb/vie ... 268#p32268
So I am writing! hehehe...
As always, thank you very much for your time and have a nice day!!
WWise Audio Question ;)
Re: WWise Audio Question ;)
Hi,
Two suggestions:
1. Consider using TextMesh Pro and TextMeshProTypewriterEffect instead of UI Text and UnityUITypewriterEffect. In most cases, TextMesh Pro looks much nicer than UI Text. (More info: TextMesh Pro support, or Dialogue UI Tutorial 1 for video example)
2. If you want to use Wwise instead of Unity's audio, make a subclass of the typewriter effect script (UnityUITypewriterEffect or TextMeshProTypewriterEffect) and override the PlayCharacterAudio() method. No need to directly modify source code.
Two suggestions:
1. Consider using TextMesh Pro and TextMeshProTypewriterEffect instead of UI Text and UnityUITypewriterEffect. In most cases, TextMesh Pro looks much nicer than UI Text. (More info: TextMesh Pro support, or Dialogue UI Tutorial 1 for video example)
2. If you want to use Wwise instead of Unity's audio, make a subclass of the typewriter effect script (UnityUITypewriterEffect or TextMeshProTypewriterEffect) and override the PlayCharacterAudio() method. No need to directly modify source code.
Re: WWise Audio Question ;)
We already use textmeshpro everywhere... I was under the impression we were already using textmeshpro... we use it everywhere else in the game... and i DID install the dialogue system version of it as well...
perhaps its because the prefab model we duplicated to use/modify (VN Template Standard Dialogue UI) was not using it?
We actually hired a new programmer (that is much more knowledgeable than I am) so i'll ask him how to do the override
thanks again!!
perhaps its because the prefab model we duplicated to use/modify (VN Template Standard Dialogue UI) was not using it?
We actually hired a new programmer (that is much more knowledgeable than I am) so i'll ask him how to do the override
thanks again!!
Re: WWise Audio Question ;)
None of the templates use TextMesh Pro since we can't guarantee that everyone's project has TextMesh Pro installed. The Dialogue UI Tutorial 1 video (linked in my previous reply) starts with converting a dialogue UI to TextMesh Pro.
I suspect the override will look roughly like this:
Note: There's also a PlayCharacterAudio(char) that accepts a character as a parameter. If you want to play different sounds for different characters, you can override that method.
I suspect the override will look roughly like this:
Code: Select all
using UnityEngine;
using PixelCrushers.DialogueSystem;
public class MyTypewriterEffect : TextMeshProTypewriterEffect
{
public AK.Wwise.Event wwiseEvent;
protected override void PlayCharacterAudio() //[EDIT: Fixed "public" to "protected"]
{
wwiseEvent.Post();
}
}
Re: WWise Audio Question ;)
Ohhh I always assumed when we "installed" the TMPro "plugin/version" of DialogueSystem that it was replacing the existing prefab with the TMPRO ones...
Alright I'll do that then!
As always Thank you so much for all of your help!
Alright I'll do that then!
As always Thank you so much for all of your help!
Re: WWise Audio Question ;)
Happy to help!
Re: WWise Audio Question ;)
Hi again
I followed your video to changed my text to TMP... tested it ingame to make sure the new typerwriter for TMP was working fine...
then I copied your "override" class...
Then I was getting this error :
cannot change access modifiers when overriding 'protected' inherited member
a quick search told me to change it from public to protected override void PlayCharacterAudio()
which worked...
(right now im just trying to print some debug.logs)
but i dont know how to make it "get used"...
its not a monobehavior so i cannot put it on any gameobject...
yet it seems to be getting ignored (perhaps because the original PlayCharacteraudio starts with the following) :
if (audioClip == null || audioSource == null) return; ?
shouldnt the "override" skips all of it and simply run my own code instead?
or am I missing something
Sorry for being "noob" again... this is all pretty new for me!
EDIT : hopefully before you have answered
I found it!! i went back to my prefab, and replaced the typewriter tmp fx with this new script and it worked!!
I followed your video to changed my text to TMP... tested it ingame to make sure the new typerwriter for TMP was working fine...
then I copied your "override" class...
Then I was getting this error :
cannot change access modifiers when overriding 'protected' inherited member
a quick search told me to change it from public to protected override void PlayCharacterAudio()
which worked...
(right now im just trying to print some debug.logs)
but i dont know how to make it "get used"...
its not a monobehavior so i cannot put it on any gameobject...
yet it seems to be getting ignored (perhaps because the original PlayCharacteraudio starts with the following) :
if (audioClip == null || audioSource == null) return; ?
shouldnt the "override" skips all of it and simply run my own code instead?
or am I missing something
Sorry for being "noob" again... this is all pretty new for me!
EDIT : hopefully before you have answered
I found it!! i went back to my prefab, and replaced the typewriter tmp fx with this new script and it worked!!
Re: WWise Audio Question ;)
Great! I'm glad you got it working. Thanks for letting me know about the protected/public thing. I just fixed my code example above.