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As games continue to grow into their role as a storytelling medium, there are few devices available greater than the human voice in its ability to convey emotion and establish character. Whether you're dealing with non-verbal communications or building complex trees of conversational outcomes, there exists a suite of tools designed for the express purpose of integrating dialogue within the flow of gameplay in Wwise.
Throughout this chapter we have:
Discussed getting started with voice.
Differentiated between verbal and non-verbal vocalizations.
Established a methodology for localizing dialogue.
Discussed the role of dialogue positioning in different scenarios.
Stepped through the process of:
Importing sound voice objects for English language dialogue files.
Importing localized language dialogue files using the Audio File Importer.
Adjusting the percentage of center channel contribution for 2D positioned sounds.
We've also touched on:
Using arguments to creating branching dialogue.
Throughout this section we have created the following objects:
Spoken dialogue sound voices in the English language and localized in French.
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