# Speaker

<figure><img src="https://content.gitbook.com/content/KsMFxkNue3CidHI1w9eT/blobs/zqCCLveDfUuUbugqRsmi/image_2025-07-14_210306594.png" alt=""><figcaption></figcaption></figure>

The **Speaker** component should be added to any character that can participate in dialogue. This is how Feel Speak connects a GameObject to a Character.

## Properties

| Name               | Description                                                                                                                                      |
| ------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------ |
| Character          | The character.                                                                                                                                   |
| Dialogue           | The dialogue that is triggered when the speaker is interacted with.                                                                              |
| Voice Audio Source | The audio source for the speaker's voice.                                                                                                        |
| In Range Indicator | A GameObject that is enabled/disabled when the player character is in range of this speaker. This requires a collider with 'Is Trigger' enabled. |

## Recommendations

* If you want character animations to play when emotions are expressed, make sure an Animator component is present either on the same GameObject as the Speaker component or on one of its child GameObjects.
* If you're using Emotion Bubbles for each of your characters, make sure each one is a child of the GameObject that has the Speaker component.
