Once you have audio playing, dialogue is typically not far behind. In this Lumberyard engine
tutorial we will import dialogue lines created with Amazon Polly and play them from another
character when you walk up to her.
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Welcome Lumberyard Developers to another Lumberyard tutorial. I'm your technical designer
for the Lumberyard team. John R. Diaz.
For this next piece, we have our footsteps that are only playing in one direction. You're
gonna have to go and repeat those steps for all the different footsteps animation that
he has. We have ambient sound. We have your gunshot. Uh, now I think the last place I
want to take you guys through is dialogue. What say yo if we bring in somebody that speak
to our cowboy, Let's bring good old Rin up in here. So I'm gonna right-click in here
make an entity. Call this Rin. Going to give her an actor. Look for Rin. I just imported
Rin from the samples project. Let's move her up. I'm going to rotate her, so she's facing
the right way. Um, let's give her some simple motion. And what does she have? I'm sure she
has, like an idle. And if we preview that looks like that. We'll want to loop it. I
saw another one in here that looked interesting. It was like a ready attack idle. She can look
pretty menacing. I'll give her idle. And let's give, let's add a trigger. So make a child.
Call this a speech trigger area trigger area. Let's give it a shape. A sphere will do. I'll
display it. We want it kind of three meters. Is that cool? Let's nudge her over here so
it doesn't stick out too much. Oh, yeah, let's add in our different triggers for audio. And
I'll call this one play greeting. Then I'll duplicate that call that play farewell. So
if you walk in, she'll say hello. If you walk out, she'll say goodbye. How about we go and
get some sounds for this?
A good place to get some audio is to record your own voice, using your phone or something
and import that in as a wav. Another option you have is using Amazon Polly to get some
text to speech options. And using Polly. So we have three different greetings. Three different
farewells. Let's bring those in to Wwise. In Wwise let's go ahead and set up some random
containers for our dialogue lines going to make a new one. Call it DX Greetings female
with the default working is selected I'll make a second random container and call that
DX farewells female. Especially when it comes to dialogue, you're gonna have so many characters
potentially in your game, so why not be as descriptive as possible in the beginning?
These are both set to random. Now let's import our lines. It won't accept MP3s. In fact,
Wwise only takes in WAVs and this format I've never heard of before. Amba Sonics Audio format.
I have these already exported in to WAV. I'll grab my farewells, drag those in and go back,
and I'll grab my greetings and drag these in. Expand those. Let's go ahead and generate
our events. Right-click new event. Play right-click New event. Play click on our events tab. We'll
see that these are both here. I'll take both of these events and put them into their own
folder under dialogue. Let's test these out. See how they sound. Hope to see you again.
Safe travels, cowboy. Okay, we got our randomization for the farewells. Hey there. Welcome to the
store. Hey there, cowboy. Come on in and take a look around and we have our randomization
for the greetings. Perfect. So let's save our project. Generate the sound banks. Now
let's go into the editor. Let's open up our ace tool. Click on these headphones. Let's
make a new folder for dialogue and then control click on both of our dialogue triggers. Drag
those over into dialogue and let's see hear those guys right-click execute or I can press
space bar. I don't hear anything. We know how to resolve that. Make sure to save your
changes here. Come up to game down to audio and hit refresh audio. You'll get the confirmation
message and green down below. And now if I hit space bar Whoops. Hope to see you again.
Hey there, cowboy, come on in and take a look around. Let's hook those up to our audio triggers
over here. So for the play farewell. Come on over here, click on the ellipses and we
should see folders, and for this one will click on that. Go to greetings over to the
audio trigger component and select the greetings. In my speech trigger, we need a script. We
need a script! Of course we need a script. Okay. Script Canvas. I think I had a placeholder
called Shopkeeper. Handy place to start any script. There's on entity activate. I am going
to look for an area trigger, on area entered. That's what I want while we're here I'll add
in an On Area Exited and let's display those connection controls. So connect this when
you enter and as always, we've got our trusty play audio or just play. And I'll copy and
paste this guy. And let's make some variables while we're here to point to those different
entities. So DX greeting and DX farewell. Expose on component, expose on component.
Let's drag these in. Farewell, greeting. So when you enter the trigger, she'll say hello.
And when you leave the trigger, she'll say good bye. And let's point the greeting to
the right entity. So greeting to this guy and farewell to this guy. And let's run that
and see how it goes. "Hey there, cowboy. Come on in and take a look around." Oh, yeah. All
right. Thank you very much. Rin, I'm done here. "Hope to see you again." All right,
That works pretty... that works okay. "Hey there. Welcome to the store. Don't be a stranger
now, you hear?" "Hey there cowboy. Safe travels cowboy!" Come on in and take a look around.
As I suspected, some magical Rin will be able to throw her voice and say two different lines
at the same time. There's stop triggers. There's different logic checks you can set. You know,
you can have two different triggers for when she plays one over the other. So that you're
not being lazy and checking off one trigger. But one quick and dirty way is to just flat
out say, stop. You can splice in this guy and give the source in here, and you could
do you know, you can check a bool to say if you're playing a certain line or you can add
events to to hook in to Wwise. But this should at least fix that issue. We'll just say when
you're playing exited, Um, stop without over complicating it for now. Let's see if this
handles it. So I'm going to go in. "Hey, there!" Well, don't be a stranger now, you hear? Yeah,
that's that sounds a bit more realistic. At least that she's not firing off two lines
at once. Um, and then a one last thing. "Hey there. Hope to see you again." is the fact
that you can hear her voice as if it's Hey there. Welcome in. Don't be a stranger now,
right in your head. And you know, the beauty of a 3D engine is position and directional
sound. With the container selected over here in positioning, I'm going to set, You know,
they have a default attenuation that says, you know, you have a drop off over some distance.
I'm going to set up my own super aggressive one that works within, like, three meters
just so you can hear the difference. I'm going to come in here and set new, aggressive dropoff.
I'm gonna edit that and I'm gonna set the distance super short, something like I don't
know 10? Let's try 10. Let's see what that sounds like. Hey, there hope to see you hear
that? You heard that sweetness. Hey there. You heard how that faded away more so because
the sound now is coming from a position in space and the farther you get away, you know,
the attenuation kicks in. So you may have seen that, you know, we will drag those into
Wwise and it's worth emphasizing where they live after that happens. So in your project
directory in those sounds folder in the Wwise project
under originals. This is where all those sounds get copied and nicely packaged within your
project. Can you feel a difference in our world from what it was when it was completely
silent? That's it. We have one more episode in our audio starter series, and it will cover
states and switching between audio states to affect what our triggers play and change
our ambient sound as well as the types of footsteps you hear depending on if you're
walking on wood, water, or grass.
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