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Dialogue Events tips and best practices

Before creating Dialogue Events, you may want to review the following sections, which provide you with a series of tips and best practices that can help you efficiently create and manage the Dialogue Events in your project.

Shortcut for creating paths

If you have many paths to create, you can use a shortcut to create them. This shortcut allows you to finalize the path and associate a sound object at the same time. Before finalizing the contents of your path, drag the corresponding object from the Project Explorer to the last unselected State Group or state.

Wwise will automatically create a new path and assign the object to it. If a path already exists, the currently assigned object will be replaced with the new one.

Strategies for building paths

  • Create fallback paths first - as a general rule, it is a good idea to create all the fallback paths for a Dialogue Event first to make sure that you've covered all conditions and outcomes. After these more general fallback paths are created, you can then start building the more specific paths. If you don't have time to re-create every condition or if new conditions are added late in the development cycle, you are already covered.

  • Order State Groups to maximize algorithm efficiency - State Groups that are less likely to use a fallback should be placed first in the order of State Groups. This reduces the amount of backtracking the algorithm must do to resolve a path, which improves the overall efficiency of the dynamic dialogue system.

In the following example, the Unit State Group was placed first because it will not have a fallback. A fallback for this State Group wouldn't make sense because Unit A and Unit B are associated with specific characters in the game making it impossible to create a generic “person”. Since it makes sense to create fallbacks for the Objective and ObjectiveStatus State Groups, they should come after the Unit State Group.


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