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: