


This Procedural Dialogue system was developed by Utilizing Unreal Engine's blueprinting system. In order to achieve a clean effect, I limited the amount of concurrent voices that the meta sound could play at once. This way, not too many letters would overlap each other when playing.


The letter sounds are chosen by reading the notification widget and transmitting which letter to set each concurrent voice to. Then, the voice is played.


I also crafted a dynamic music system using unreal meta sounds. This system changes the gain of stems based on multiple sources in the gameplay. Object weight, player speed, and status effects all change the way the music is played.



Here is a screen grab of my composition for the music for my game!


This Procedural Dialogue system was developed by crafting a Unity script that triggers events in Wwise. Leveraging pre-existing code provided by Mix and Jam, I wrote a string-based mechanism capable of analyzing individual characters within the text and posting Wwise events. This dynamic system synchronizes with Wwise, posting events prefixed with "Play_" followed by the corresponding character.




I also created a system that read the emotions used by the dialogue bubble to create animations, which triggered switch states in wwise that changed parameters to give each emotion a unique sound.



In order to give each Villager a unique sound, I created a string for the villager name and added that onto my code that posts the letter "Play_" events. I created another actor-mixer in wwise with a different processed recording. This gave me two different villager sounds.






