Dialog Audio component provides the same properties as the standard Audio Component and its using the Language properties in order to load and play an audio clip on demand. This allows to localise large number of VO in games for multiple languages easily and without having to duplicate Fabric hierarchy etc.
The audio clip will get loaded before the component is about to play and will get unloaded when is finished playing saving audio memory usage.
Custom AudioClip Loader
With the Dialog Audio Component you can choose the location that will look and load the audio clip with the dialog line.
This method will look into the Resources folder (taking into account the active language folder path) for the audio clip that matches the name of the audio clip reference property. The downside of this solution is that all the dialog audio clips have to be located inside a Resources folder which will be included in the application package.
Custom AudioClip Loader:
The custom package option makes it possible to load the audio clip using a custom audio clip loader that is defined by the game. This method allows games to support loading audio clips from asset bundles. Please refer to the manual or look into the Tutorials/Script folder on the way in which it is possible to load audio clips from an AssetBundle using Unity's AssetBundleManager.
The Dialog component provides the following event actions that can be called from code,
Allows to manually set the audio clip name to load before playing.
Fabric.EventManager.Instance.PostEvent("NAME OF EVENT", Fabric.EventAction.SetAudioClipReference, "NAME OF AUDIO CLIP", gameObject);