public static void DynamicDialogue(string eventName, string[] args, GameObject go) { // Generated locally, no match in project uint sequenceID = AkSoundEngine.DynamicSequenceOpen(go); // eg. VO_Positives_E uint eventUINT = AkSoundEngine.GetIDFromString(eventName); // build hashes for arguments, eg. Grunt, Cheer, uint[] argUINTS = new uint[args.Length]; for (int i = 0; i < argUINTS.Length; i++) { argUINTS[i] = AkSoundEngine.GetIDFromString(args[i]); } // audio file hash uint nodeID = AkSoundEngine.ResolveDialogueEvent(eventUINT, argUINTS, (uint)argUINTS.Length); // sequence of events being played. AkPlaylist playList = AkSoundEngine.DynamicSequenceLockPlaylist(sequenceID); playList.Enqueue(nodeID); AkSoundEngine.DynamicSequenceUnlockPlaylist(sequenceID); AkSoundEngine.DynamicSequencePlay(sequenceID); AkSoundEngine.DynamicSequenceClose(sequenceID); }