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If you plan to use Dialogue Events to drive the audio in your game, it is important that you meet with the development team at the beginning of the project to define all the different conditions and outcomes that will exist in your game.
Since the paths are a set of rules that are verified when the Dialogue Event is called by the game, any change that is made to the paths, including the number and order of State Groups, will result in additional programming. By taking the time up front to define all the different rules, variables, and conditions, you can avoid problems and minimize the need for additional programming.
Wwise automatically gives a name to a Dialogue Event when it is created. It is good practice to rename the Dialogue Event with a name that is more descriptive. Each Event name must be unique and consist only of letters, digits, and underscores. The first character must be either a letter or an underscore.
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Unless absolutely necessary, you shouldn't rename a Dialogue Event after it has been integrated into the game because it will require additional programming to re-integrate the name change. |
To rename a Dialogue Event:
In the Events tab of the Project Explorer, click the Dialogue Event you want to rename.
The name of the Event is highlighted.
Type a new name for the Event.
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You can also rename Events in the Dialogue Event Editor. |
The order of the State Groups within a Dialogue Event is important because it defines the sequence of values within each path. If you placed the State Groups in the wrong order, you can re-order them at any time.
Caution | |
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Unless absolutely necessary, you shouldn't re-order the State Groups within a Dialogue Event after it has been integrated into the game because it will require additional programming. If you must re-order the State Groups, make sure to talk to your audio programmer so that they can make the corresponding changes in the code. |
To re-order the State Groups in a Dialogue Event:
Load a Dialogue Event into the Dialogue Event Editor.
In the State Groups pane of the Dialogue Event Editor, drag a State Group to the new location. A red line appears to help you position the State Group.
The existing paths are automatically updated to reflect the new order of the State Groups.
During the development of your project, you can add or remove one or more State Groups to your Dialogue Events.
Caution | |
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Unless absolutely necessary, you shouldn't add or remove State Groups from a Dialogue Event after it has been integrated into the game because it will require additional programming. If you must add or remove a State Group, make sure to talk to your audio programmer so that they can make the corresponding changes in the code. |
To remove State Groups from a Dialogue Event:
Load a Dialogue Event into the Dialogue Event Editor.
Right-click the State Group that you want to remove and select Remove Column from the shortcut menu.
The State Group and its states are removed from the Dialogue Event.
If you no longer need a Dialogue Event, you can delete it. Before deleting a Dialogue Event, you may want to verify if it is being used by another member of your team in different part of the project or if it is already included in one of your SoundBanks. If you or someone else on your team deletes a Dialogue Event that is included in a SoundBank, it will create an invalid Dialogue Event. Wwise doesn't automatically remove deleted Dialogue Events from SoundBanks, so you will have to remove them manually. To help you track and manage these types of Dialogue Events, Wwise displays a complete list in the SoundBank Manager. For more information on deleting invalid events, refer to Searching for elements in SoundBanks. You can also view a complete list of invalid Dialogue Events in the project integrity report. For more information on using the integrity report, refer to Troubleshooting your project.
To delete an event:
On the Events tab of the Project Explorer, right-click the Dialogue Event you want to delete and select Delete Selection from the shortcut menu.
The Dialogue Event is deleted.
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If you delete a Dialogue Event by mistake, you can undo the delete, by pressing Ctrl+Z or by clicking Edit > Undo. |
At any point in the creation process, you can audition the object assigned to any one of the paths within a Dialogue Event.
To play back a Dialogue Event:
Load a Dialogue Event into the Dialogue Event Editor.
Select a path.
The assigned sound object is automatically loaded into the Transport Control.
Click the Play icon in the Transport Control.
The sound object is played back.
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