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The following code plays back a single dialogue event inside of a dynamic sequence:
#include <AK/SoundEngine/Common/AkDynamicDialogue.h> #include <AK/SoundEngine/Common/AkDynamicSequence.h> (...) { // Open a dynamic sequence using the appropriate game object. AkPlayingID sequenceID = AK::SoundEngine::DynamicSequence::Open( GAME_OBJECT_ID_HUMAN ); // Add a single dialogue event to the playlist of the dynamic sequence. { // Resolve dialogue event into an audio node ID based on the specified argument path. const char * argPath[3] = { // Following the order of Arguments: "Unit_A", // "Units" "RescueHostage", // "Objectives" "Completed" }; // "ObjectiveStatus" AkUniqueID nodeID = AK::SoundEngine::DynamicDialogue::ResolveDialogueEvent( "Objective_Status", argPath, 3 ); // Add audio node ID to dynamic sequence playlist. AK::SoundEngine::DynamicSequence::Playlist * pPlaylist = AK::SoundEngine::DynamicSequence::LockPlaylist( sequenceID ); pPlaylist->Enqueue( nodeID ); AK::SoundEngine::DynamicSequence::UnlockPlaylist( sequenceID ); } // Play the dynamic sequence. AK::SoundEngine::DynamicSequence::Play( sequenceID ); // Close the dynamic sequence. The dynamic sequence will play until finished and then // deallocate itself automatically. AK::SoundEngine::DynamicSequence::Close( sequenceID ); }
Refer to Integration Details - Dynamic Dialogue for more information.
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