Hi,
Here are some suggested steps:
1. Get your written dialogue in as final a form as you can. This reduces the headache of having to go back and record new lines later for changed dialogue. You'll almost certainly have to re-record some things as you playtest and get feedback, but the less you need to do the easier it will be.
2. Choose an
entrytag format. (The
Cutscene Sequence Tutorials have more details.) The default format is usually fine. It's what pretty much everyone uses.
3. Export a
voiceover script. This will export CSV files, which are just text-based spreadsheet files that you can process however you want. Each line in the spreadsheet will contain the character name, entrytag, and dialogue text.
4. When you record lines of dialogue in the default language (e.g., English), save them using the entrytag as the filename. When you record lines of dialogue in the other language (e.g., 'fr' for French), them them using the local entrytag by adding '_fr' to the end of the filename.
5. The easiest way to play the audio is to put the audio files in a folder named 'Resources'. You can have as many of these folders as you want, to organize your files. For example:
Assets/Audio/Voice/Adam/Resources/
Assets/Audio/Voice/Bob/Resources/
Assets/Audio/Voice/Cindy/Resources/
etc.
Later, you can change this to use assetbundles or addressables if you don't want to use Resources.
6. Set the Dialogue Manager's Default Sequence to:
Code: Select all
AudioWait(entrytaglocal);
Delay({{end}});
(The Cutscene Sequence Tutorials explain this in more detail.)