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The Dialogue Event Editor is where you arrange and combine States or Switches to create the different "paths" that will be used to dynamically determine what word or phrase is chosen to be played in your game. In the editor, you can add and arrange different State Groups or Switch Groups that you want included in the Event. You then select different combinations of States or Switches to define paths, each of which can then be associated with a particular voice or sound object. At runtime, the sound engine matches the triggered state or Switches against the pre-defined paths to determine which sound to play. You can also use weighting values to determine the likelihood that a particular pre-defined path will be selected.
Interface Element |
Description |
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Name |
The name of the Dialogue Event. |
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Notes |
Any additional information about the Dialogue Event. |
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Settings | ||
Probability |
The likelihood that the Dialogue Event will actually submit an audio object to the sound engine for playback. This option can be useful when you don't want audio to be played back each time the Dialogue Event is triggered. The final playback probability is the combination of the probability of the selected path and the Dialogue Event.
Default value: 100 |
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Creates a completely generic path (*.*) regardless of which States or Switches are selected. This option is only available when a generic path does not already exist. |
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Creates a path from the selected states/switches or state/switch values. |
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Updates the path for a selected audio object. This option replaces the selected object's path with the States or Switches that are currently selected. This option is only available when the path selected does not already have a corresponding entry in the list, and an object in the list is currently selected. |
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Removes the selected path from the path list. |
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Deselects all states and Switches in the pane. |
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(State/Switch pane) |
Displays the State Groups and Switch Groups that have been assigned to the currently selected Dialogue Event. You can select different States or Switches to create a combination of different paths. |
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Opens a menu that allows the user to choose from a list of available Switch Group or State Group objects. The user may also create a new State Group or Switch Group from this menu by selecting "New...". |
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Mode |
Specifies how the sound engine will determine which path to select when there is more than one pre-defined path that matches the States or Switches triggered at runtime. Best Match - Selects the path that best matches the States or Switches that are triggered at runtime. If there is not an exact match, the path with the least amount of wildcards (*) will be selected. Weighted - Randomly selects one of the matching paths based on their respective weighting values. Several pre-defined paths can match the States or Switches triggered at runtime due to the use of wildcards (*) in fallback paths. |
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Path Filter |
Displays a list of filters that can be used to filter the path list. The following filters are available: All - Displays all the created paths. Current Selection - Displays only those paths that contain the selected Switches or states. |
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Object Filter |
Displays a list of filters that can be used to filter the path list. The following filters are available: All - Displays all the created paths. Assigned object - Displays only the paths that are associated with an object. Missing - Displays only the paths that are associated with an object that has been deleted from the project. None - Displays only the paths that are not associated with an object. |
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Click the Configure Columns... shortcut (right-click) option from the column header band. The Configure Columns Dialog opens. Specify which columns to display and their order. |
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Path |
A specific path that contains one of the many combinations of Switches or States that can exist for a Dialogue Event. These paths are associated with a voice or sound object. A path may contain a wildcard, which will match any corresponding Switch or state. It is represented by an asterisk. |
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Probability |
The likelihood that the particular path results in audio being played back. The final playback probability is the combination of the probability of the selected path and the Dialogue Event.
Default value: 100 |
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Weight |
The likelihood that the path will be selected in the case where there are other matching paths. When a matching path has a weight of 100, other matching paths with a weight below 100 are automatically discarded. When a matching path has a weight of 0, it is discarded unless all other matching paths also have a weight of 0.
Default value: 50 This option only applies when the Dialogue Event is in 'Weighted' mode. |
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Object |
The object assigned to the path. The object assigned to the path can be unlinked from the other platforms so that you can assign different objects to the same path on different platforms. |
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(Browse) |
Opens the Project Explorer - Browser where you can select the object that will be assigned to this path. You can also drag and drop object directly from the Project Explorer. |
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