Dialogue System Q.


Can someone help me further understand the programmer sound example provided in the examples project for FMOD v.1.08.02 (Character folder > Radio folder > Command Event) as it relates to callback systems for swapping lines of dialogue? In the example, it looks like the programmer sound requires a placeholder .ogg file in order for the VO Sidechain modulator to drive the parameter.

If that is the case, then how come I’m not able to drag a .wav file from an audio table to the placeholder if I want to change the dialogue for the programmer sound in the event?


As you mentioned, the sound in Studio is merely a placeholder. It is the runtime code that determines the actual sound that is played. There is an “programmer_sound.cpp” example that shows C++ code that provides a sound for the given event.