Hi.
I have lots of experience with FMOD, but no experience with Wwise.
In FMOD you can have what is called an audio table, where you dump in all your files in X language.
You can hook up an event to X amount of specific files in the audio table.
Lets say I have NPC_A and NPC_B in the game.
I create 2 FMOD events. One event called NPC_A_Dialogue. And one NPC_B_Dialogue.
If I want to call dialogue from unreal, I simply "play" the NPC_X_Dialogue" event and send it a text string containing the name of the actual wave file i want to play.
So let's say i do the following:
OnBeginPlay, play NPC_A_Dialogue+send parameter string "I_want_pizza.wav".
This will trigger NPC_A to say I want pizza.
The great thing in FMOD is that I can have all my dialogue lines in one event and then trigger it from there, instead of having potentially thousands of events (one event for each dialogue snippet).
How is dialogue triggered and treated in Wwise? Can I have the same functionality where one event plays many different wave files? If yes, how? I want to avoid setting up switches etc to go to each voiceline, since this game will potentially have thousands of them.
I have not been able to find any information on this.
Thanks