NarraLeaf

Voice

Playing a recorded line from a blueprint, and the dub language the game is set to.

Five nodes for the game's voice tracks: playing a take, playing the take attached to a choice option, and reading or setting which dub language is in force.

Conventions

  • All five are latent. They declare event and macro, so none can appear in a function graph or back a Blueprint Value.
  • A take is addressed by voice id, which is the line's stable text id — the same key the translation table uses.
  • Setting the language restarts the game. See Language for what a language switch does.

Play Voice

blueprint.voice.play · Latent

Plays the take recorded for one line, in the dub language currently in force.

PinDirectionTypeNotes
inin · exec
voiceIdin · datastringThe line's voice id.
nextout · exec
valueout · databooleanWhether a take was found and played.

Play Choice Voice

blueprint.voice.playChoice · Latent

Plays the take attached to the choice option this graph is running for. Used inside a choice row, where the row is the only thing that knows which option it is.

PinDirectionTypeNotes
inin · exec
interruptOthersin · databooleanOptional, literal. Stops the take another option is already speaking, so hovering down a list does not stack voices.
nextout · exec
valueout · databooleanWhether a take was found and played.

Get Voice Language

blueprint.voice.getLanguage · Latent

PinDirectionTypeNotes
inin · exec
nextout · exec
valueout · datastringThe dub language in force.

Set Voice Language

blueprint.voice.setLanguage · Latent

PinDirectionTypeNotes
inin · exec
languagein · datastring
nextout · exec

Get Available Voice Languages

blueprint.voice.getAvailableLanguages · Latent

PinDirectionTypeNotes
inin · exec
nextout · exec
valueout · dataanyThe dub languages this build ships, as an array — what a settings page lists.

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