
Voices & Translations Example Project
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Godot Dialogue Example for adding voices and translations
⚠️ NOTE: This project is for Godot 4.5+
This is an example project that demonstrates playing voiced audio and translating dialogue in Godot 4 using the Dialogue Manager addon.
This example comes in both GDScript and C# flavours. Both are the same example, just implemented in the given language.
The project includes:
- A custom balloon.
- Voice overs for dialogue.
- Translated dialogue (as well as translated voice overs).
- Clicking on objects in a scene to trigger dialogue.
- Randomising lines.
Feel free to use this project as a starting point or reference for your own dialogue balloon.
Updated | 2 days ago |
Status | Released |
Category | Assets |
Author | Nathan Hoad |
Made with | Godot |
Tags | dialogue, example |
Code license | MIT License |
Asset license | Creative Commons Attribution v4.0 International |
Purchase
Get this asset pack and 4 more for $15.00 USD
Buy Now$5.00 USD or more
In order to download this asset pack you must purchase it at or above the minimum price of $5 USD. You will get access to the following files:
dotnet_project_3.8.0.zip 1.9 MB
gdscript_project_3.8.0.zip 1.9 MB
Development log
- Updated to Dialogue Manager 3.6Apr 22, 2025
Comments
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Hey Nathan! If I understand the workflow correctly for hooking up audio: the ID name in the Dialogue section, the audio file name, AND the key name in the CSV file all have to be the same?
Cos if the audio name and dialogue ID name match, but the CSV file name doesn't, even though the audio plays, the ID text is displayed instead of the written text (e.g. displaying "[ID:NATHAN_MEOW]" instead of "Meow.").
If there aren't any plans of localization, is there a way not to have to put anything in the CSV at all? It just adds a big step to have to add the keys and texts there as well.
I don't know if this makes any sense at all lmao. Thanks for creating the plugin though, it's working great otherwise :)
I'm having some trouble finding where to set my custom dialogue balloon so Dialogue Manager picks it up instead of using the example balloon, could you advise me on how to do this?
Hey, the gdscript project doesn't change the audio files when you change the locale to DE (only the text). By trial and error I found out I had to manually add all the DE audio files the the list of remapped files in the localization settings. Maybe it was an overlook or things changed when upgrading versions, just letting you know.
Good catch. I’ve updated the project to include those remaps.