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Example: Dialogue

The Dialogue example demonstrates how you can use Wwise’s dynamic dialogue features to organize dialogue that adapts to gameplay situations as they happen. Dynamic dialogue uses a set of rules within a decision-tree structure to determine which piece of dialogue to play at any particular moment in game.

In the sample project’s game, the main player character has to work with NPCs to accomplish mission objectives. The main player can radio the NPCs, who in this case are two on-duty police officers. Through their radio responses, the two officers report back with details of their current assignment and status. For example, the officers can report that they are rescuing a hostage, then later report on whether their rescue was successful.

To listen to the Dialogue example:

  1. In the Events tab of the Project Explorer, locate the Dialogue Work Unit in the Dynamic Dialogue section and double-click the Objective_Status Dialogue Event.

    The Objective_Status Dialogue Event is loaded into the Dialogue Event Editor.

  2. In the Dialogue Event Editor, select an argument from each column as follows:

    • In the Unit column, select either Unit_A or Unit_B.

    • In the Objective column, select either DefuseBomb, NeutralizeHostile, or RescueHostage.

    • In the ObjectiveStatus column, select either Completed or Failed.

      Each argument you choose is highlighted

  3. In the Argument Path Filter list, select Current Selection.

    The selected argument path and its associated object are displayed.

  4. In the Transport Control, click Play to hear the object.

    The object associated with the selected argument path is played.

  5. To listen to other argument paths in the dialogue example, repeat Steps 3 to 5.


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