Adding Audio Clips to the Conversations?

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Scimajor
Posts: 4
Joined: Sat Apr 27, 2019 3:10 pm

Adding Audio Clips to the Conversations?

Post by Scimajor »

In the demo scene, the text is displayed for each part of the conversations and an audio clip is also played. I can't for the life of me find where the audio clip for each line of the dialog is assigned. My assumption was that one would select the relevant dialogue entry and then there would be a field to drop the audio clip in but if it's there I can't find it.

For example, in the demo scene conversation with Private Hart, if I select the Dialog entry "We need to intercept the launch codes before the enemy launches their weapon at our home world." somehow, when this entry is triggered, the audio clip Private_Hart_1_1 is played yet I've scoured the inspector (with that dialog entry selected) and there is no reference to that audio clip anywhere.

Clearly I'm missing something obvious. Please advise.
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Tony Li
Posts: 22049
Joined: Thu Jul 18, 2013 1:27 pm

Re: Adding Audio Clips to the Conversations?

Post by Tony Li »

Hi,

It's possible to do what you describe in your assumption. This is the process:

1. Put your audio file(s) in a folder named Resources. (Alternatively, they can be marked Addressable or put in an AssetBundle.)
2. Inspect a dialogue entry node. Drag an audio file into the Sequence field.

This will add an AudioWait() sequencer command that plays the audio file.

However, you can imagine that this would be incredibly tedious to do for long conversations. Instead, the demo uses a feature called entrytags. Every dialogue entry node has a unique entrytag value. You can name your audio files according to the nodes' entrytags. Then set the Dialogue Manager's Display Settings > Camera & Cutscene Settings > Default Sequence to: AudioWait(entrytag) which plays the audio file whose name matches the node's entrytag. If you leave the node's Sequence field blank, it will play the Dialogue Manager's Default Sequence.

Helpful links:
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