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Getting Started with the Voice Manager

  • Migration of the Voice Manager
  • Integration of the Voice Manager

Fundamentals of the Voice Manager

  • Architecture of the Voice Manager
  • Core Principles of the Voice Manager

Common Use Cases for the Voice Manager

  • Setting up your own Voice

Misc docs for the Voice Manager

  • Videos of the Voice Manager
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  • Core Principles of the Voice Manager

Core Principles of the Voice Manager

< 1 min read

Voice Manager #

When any character makes a sound, it should be their own voice. This is achieved using Unreal’s dialogue system.

Voice and Dialogue #

A voice is assigned to a character (e.g., Generic Male, Female, Lara Croft, Town Guard). A dialogue consists of a sound (Cue or Wave) and an optional subtitle text. We want to spawn two types of sounds from a character voice:

  • Fixed Dialogue Sounds (e.g., in a quest)
  • Random dialogue options (e.g., Greetings: hello, hey, how are you?)

Random dialogues have different texts and subtitles, requiring separate dialogues. Use a Sound Cue to spawn different dialogues and choose one randomly (e.g., Sound Cue Greeting with Hey, Hello, Howdy).

Triggering Dialogue #

To trigger a sound, call the function on the character voice system and select which dialogue to play.

Triggering Dialogue via Animation #

For animation-driven sounds (e.g., jumping, rolling, grunting), use an animation notify. Set it up as shown in the image:

Animation Notify Setup

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Table of Contents
  • Voice Manager
  • Voice and Dialogue
  • Triggering Dialogue
  • Triggering Dialogue via Animation
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