Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Audio Component. This function allows users to create and play Audio Components at a specific World Location and Rotation. Useful for spatialized and/or distance-attenuated dialogue.
Target is Gameplay Statics
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In
Exec
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Dialogue
Dialogue Wave Object Reference
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Dialogue to play |
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Context
Dialogue Context Structure (by ref)
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Context the dialogue is to play in |
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Location
Vector
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World position to play dialogue at |
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Rotation
Rotator
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World rotation to play dialogue at |
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Volume Multiplier
Float
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A linear scalar multiplied with the volume, in order to make the sound louder or softer. |
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Pitch Multiplier
Float
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A linear scalar multiplied with the pitch. |
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Start Time
Float
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How far into the dialogue to begin playback at |
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Attenuation Settings
Sound Attenuation Object Reference
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Override attenuation settings package to play sound with |
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Auto Destroy
Boolean
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Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated |
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Out
Exec
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Return Value
Audio Component Object Reference
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Audio Component to manipulate the playing dialogue with |