I’m wondering if this is the best way to play audio, wait for it to finish, then play the next one or move onto the next peice of logic once its finished.
I’m using the gamemode blueprint since I can attach an audio component and to centralize logic for the level. All dialog and voiceovers are played in this BP.
So is this the correct way?
http://i.imgur.com/aXTB5f9.png
Most heavy 1,2,3,4 dialog will be in cutscenes, but our games story uses a lot of dialog to move it along rather than gameplay and I want to make sure I dont get double-playing and multiple sounds palying at once when doing logic that calls a sound cue with a random audio picker and we also have subtitles, so thats a bool check in every peice of dialog.
I dont wanna get any further along and realize theres a better, or more proper way to have basic voiceovers/dialog playing “as part” of the logic. For example I dont want to play the next line until the previous line has finished and the player has moved to a trigger box in the the picture above. So I check if the player has set the trigger box in the levelBP which then sets the gamemode BP var “atCrates” under checkpoints catagory to true which then moves onto the logic pictures and so on and so forth.
Before I was using delays the exact length of the audio, but sometimes you cant use a delay and it doenst feel… right to me but with the setup above, it will skip right to false and play the next bit of audio overtop of the audio pictured. It also requires me to use alot of sequences 0 - {DoOnce(PlaySomeSound())} 1 - { nextBitOfLogic() } since this is all on a tick since logic is associated with the audio.