Details

Sotfware

Unreal Engine 5.7

Language

C++

Dependencies

Core, CoreUObject, Engine

Credits

Robin

Getting access

To access our tools, please share your Github email address so we can add you our Github organization :

Thank you! You'll receive a link in 24h max.
Oops! Something went wrong while submitting the form.

Link TO GITHUB

Voice Over Priority System

Why Use This Tool?

Voice-Over that triggers dynamically at runtime needs a system to resolve disputes when a VO is triggered while one is already playing. The Voice Manager provides a clean, data-driven framework that handles the heavy lifting of audio playback. It allows developers to:

  • Manage Priorities & Cooldowns: Automatically reject or queue audio requests based on priority settings and cooldown timers to prevent audio overlapping and spam.
  • Randomize Dynamic VO: Choose from one of multiple voice lines randomly when triggering and keep track of which ones have been triggered for variety.
  • Centralize Audio Management: Move VO logic into a dedicated subsystem rather than spreading it across multiple Blueprints or C++ classes.

How It Works

The Voice Manager uses a structured data approach to handle audio assets and their playback states:

  • Data-Driven Architecture: VO entries are defined in Data Tables or specialized VOInfo Data Assets, allowing for easy adjustment of audio properties without touching code.
  • Smart Playback Handling: When a VO is triggered, the system checks if it is on cooldown or if a higher-priority sound is already playing, returning a handle with a state of "Playing," "Queued," or "Rejected".
  • Priority-Based FIFO Queuing: The queue utilizes priority-based FIFO ordering, ensuring higher priority voice-overs are processed first while maintaining a first-in, first-out sequence for entries with identical priority.

Versatile Spatialization: Supports 2D audio for UI or narration, and 3D spatialized audio that can be placed at a fixed location or attached to moving components.

Check our tutorial