I need to set the Volume and Attenuation for my Dialog Waves. They are generally the same over the different contexts but different between Waves. My first idea was to set my effects per soundfile but i cant use soundcues in Dialogue Waves.
My second idea was to get the dialogue wave´s sound in blueprint and then use it as a Wave Parameter in a sound cue as when i use the dialoge player inside the Sound cue i couldnt select which wave to play from the outside.
What i would need is a Blueprint node that returns the Audio wave from the Dialogue so i can push that into the “Set Wave Parameter” Node. Im sure i can do that with C++ but i dont know how to.
Also i want to keep the nice interface i have:
without having to handle every effect seperatly.
I think the easiest way would be to create a Blueprint node with C++ that returns the Audio wave from a Dialogue Wave and then select an audio cue for the effect from a Data Table. But thats really ugly is there a better way to do it?
I could also do all my settings in a Sound Class but i cant set that onto dialogue waves either. Another question: How does Unreal determine the Sound Class of Dialogue Waves? Does it just use the Voice class? I also later want to set the Volume of all Dialogues. That would be easy to do with a Sound Class.