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For each Dialogue Event, you need to define the probability and mode settings. The probability setting helps you control the likelihood that the Dialogue Event will actually submit an audio object to the sound engine for playback. Once submitted, the sound engine can then decide whether to insert the audio object into a dynamic sequence or not. A value of 100% means that an audio object is always submitted to the sound engine each time the Dialogue Event is called by the game. A value of 0, on the other hand, means that an audio object is never submitted. This option is particularly useful when you don't want audio to be played back each time the Dialogue Event is triggered. For example, in a fighting match, you might not want the commentator to say something each time contact is made. To avoid the over-triggering of audio in this type of scenario, you can reduce the probability setting for the Dialogue Event.
The Mode setting gives you additional control over the behavior of the Dialogue Event in situations where several paths match the current condition of the game. You can choose between two options: Best Match and Weighted.
To define the settings for a Dialogue Event:
Load a Dialogue Event into the Dialogue Event Editor.
Specify a Probability value for the Dialogue Event between 0-100. The Probability value determines the likelihood that the Dialogue Event will submit an audio object to the sound object for playback.
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The probability of the Dialogue Event works in combination with the paths' probability values. |
To specify how the sound engine will determine which path to select when there is more than one pre-defined path that matches the States triggered at runtime, select one of the following options from the Mode list:
Best Match: Selects the path that best matches the States that are triggered at runtime. If there is not an exact match, the path with the least amount of wildcards (*) will be selected.
Weighted: Randomly selects one of the matching paths based on their respective weighting values.
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