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hpl3:game:voicehandler [2012/09/26 12:11]
thomas
hpl3:game:voicehandler [2015/09/17 10:53]
ian.thomas [File Format]
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 ====== Setup ====== ====== Setup ======
  
-Before calling a subject the source of the sound should be set up. This is done with SetVoiceSource() in cVoiceHandleror better ​the helper function Voice_SetSource(). This sets up the entity (which can be something moving) which will emit the voice coming from the specified character. It will also set up the distance that the voice can be heard. ​Do this in OnEnter in the map script file.+Before calling a subject the source of the sound should be set up. This is best done inside the VoiceHandler editor itselfbut can also be done using the helper function Voice_SetSource(). This sets up the entity (which can be something moving) which will emit the voice coming from the specified character. It will also set up the distance that the voice can be heard. ​If using the function, it's best to do this in ''​OnEnter'' ​in the map script file.
 ====== Properties ====== ====== Properties ======
  
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 Name of the character Name of the character
  
-**AutoGenVoice**\\ +**EntryType**\\ 
-If the voices should be autogenerated ​(jrpg style).+The type of the sounds ​(and extrasoundsthat are played for this character. Is either World, WorldClean or GUI.
  
-**AutoGenVoiceFile**\\ +**Volume** \\ 
-The sample that should be played when the character speaks.+Volume of the sound files. Gets multiplied with other volume properties. 
 + 
 +**ReverbVolume** \\ 
 +The amount of reverb used for the sounds. Gets multiplied with other ReverbVolume properties.
  
-**AutoGenVoiceSoundFreq**\\ 
-Determines the frequences (times per second) that AutoGenVoiceFile is played. 
  
 ===== Scene ===== ===== Scene =====
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 This is the priority for a voice to into focus, meaning that is subtittles are shown and any other voice playing gets its volume lowered. To beat a currently playing voice, FocusPrio must be higher.\\ This is the priority for a voice to into focus, meaning that is subtittles are shown and any other voice playing gets its volume lowered. To beat a currently playing voice, FocusPrio must be higher.\\
 When a subject starts playing it is checked if another sound is playing and FocusPrio determines if the new subject gets into focus. Also when a subject stops playing a certain amount of time is waited (default 2 seconds) and then there is a check to see if there is any playing voice that should come into focus. If there are many playing, FocusPrio determines which one. The reason for waiting a litte while is in case there is a conversiation in one scene containing many subjects, and if so it would not sound good if the focus was constantly switched (ie unrelated subtitles popping up for a second). When a subject starts playing it is checked if another sound is playing and FocusPrio determines if the new subject gets into focus. Also when a subject stops playing a certain amount of time is waited (default 2 seconds) and then there is a check to see if there is any playing voice that should come into focus. If there are many playing, FocusPrio determines which one. The reason for waiting a litte while is in case there is a conversiation in one scene containing many subjects, and if so it would not sound good if the focus was constantly switched (ie unrelated subtitles popping up for a second).
 +
 +
 +**Volume** \\
 +Volume of the sound and effect files. Gets multiplied with other volume properties.
 +
 +**ReverbVolume** \\
 +The amount of reverb used for the sounds. Gets multiplied with other ReverbVolume properties.
 +
 ===== Effect ===== ===== Effect =====
 This defines certain effect that should be played on the voice, be that echo, noise or whatnot. \\ This defines certain effect that should be played on the voice, be that echo, noise or whatnot. \\
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 This is the lowest level data structure for a subject. It contains properties for the voice, (opitonal) effect sound, and subtitle. This is the lowest level data structure for a subject. It contains properties for the voice, (opitonal) effect sound, and subtitle.
  
-The file name for the voice sound is generated based on the names of the higher level strucutres. The syntax is:\\  +The file name for the voice sound is generated based on the names of the higher level structures. The syntax is:\\ 
-//[scene]_// //[character]// _//[subject]// _//[line]// _//[sound index in 3 digits]// +''​[map]'' ​/''​[scene]'' ​_''​[subject]'' ​_''​[line index in 3 digits]'' ​_''​[character]''​ _''​[sound index in 3 digits]''​
  
 +Here is an example:\\
 +//​01_01_castle/​SwordFight_ShowMercy_002_Arthur_001//​ \\
 +This would be a voice sound being said in the map //"​01_01_castle"//​ (no file extension!),​ in the Scene //"​SwordFight"//​. The subject is //"​ShowMercy"//,​ it is the second line, it is being said by //"​Arthur"//​ and it is his first sound for that line.
  
-Example, ​the firs sound of a subject can be:\\  +The lang file entry for the text is also generated, with this syntax:\\ 
-Arthur_Camelot_AngryAtMerlin_Insults_001+Category: Voices_''​[map]''​ \\ 
 +Entry: ''​[scene]''​ _''​[subject]''​ _''​[line index in 3 digits]''​ _''​[character]''​ _''​[sound index in 3 digits]''​ (apart from no folder name, it is exactly the same as for the voice file!)
  
 +Finally, if "​AutogenerateLangFiles"​ in "​Main"​ is set to true in the user settings, then the lang file entries will be autogenerated with the text specified in the sound'​s properties.
  
-The lang file entry for the text is also generated, with this syntax:\\  +**Text** ​\\ 
-Category: "​Voices"​\\  +The text for the voices, not really saved by added to a lang file (if AutogenerateLangFiles is true i settings, see above)
-Entry: //​[scene]_//​ //​[character]//​ _//​[subject]//​ _//[line]// _//[sound index in 3 digits]// (exactly the same as for the voice file!)+
  
 +**HasVoice** \\
 +If the sound has a voice at all. This is only meaningful false if there is an Effect filed specificed.
  
-Finally, if "​AutogenerateLangFiles"​ in "​Main"​ is set to true in the user settings, then the lang file entries will be autogenerated ​with the text specified in the sound'​s ​properties.+**Volume** \\ 
 +Volume of the sound and effect ​file. Gets multiplied ​with other volume ​properties.
  
 +**ReverbVolume** \\
 +The amount of reverb used for the sounds. Gets multiplied with other ReverbVolume properties.
  
-**Text** \\  +**VoiceOffset** \\ 
-The text for the voices, not really saved by added to a lang file (if AutogenerateLangFiles is true i settings, see above)+Number of seconds before voice starts ​to play.
  
 +**TextOffset** \\
 +Number of seconds before the subtitles show up.
  
-**HasVoice** \\  +**ExtraEffectOffset** \\ 
-If the sound has a voice at all. This is only meaningful false if there is an Effect filed specificed.+Number of seconds before ​the effect file starts to play.
  
 +**ExtraEffectFile** \\
 +File path to an extra sound file that is played along with the voice.
  
-**Volume** \\  +**EndsAfterExtraEffect** \\ 
-Volume of the sound and effect ​file.+If the sound should end when the extra sound file is done playing (and not the voice).
  
 +**EndPadding** \\
 +Number of seconds of padding in the length of voice file. If this is over 0, then that means the next sound will start that many seconds earlier (while the current sound is still playing).
  
-**VoiceOffset** \\  +====== Use with AI ======
-Number of seconds before voice starts to play.+
  
 +When using voice with AI it is best always through the [[http://​wiki.frictionalgames.com/​hpl3/​game/​scripting/​entity_components#​barkmachine|BarkMachine component]] using ''​BarkMachine_PlayVoice(...)''​. That way it is sure to be played in the right place even if there are multiple agents that use voices from the same character. When using the BarkMachine,​ the source set up directly before the line is played.
  
-**TextOffset** \\  +The voices for all agents should also have "​AgentBark"​ as scene, this way it makes it possible to see to that there is only one dialog line from an Agent at a time. Should there be some special line that does not apply to this, then by all means do not do this
-Number of seconds before the subtitles show up.+
  
 +If you want to have longer specific dialog on agents, then the best way to set that up is to have the piece of a dialog as a single subject with two unique Characters attached to the lines. Then set up these characters as voice sources specifically in the script and start the dialog using ''​Voice_Play''​. The scene must be AgentBark as described above and the prio must be less than what the default barks use. What then happens is that the dialog will continue until some AI event triggers default sounds to be played and the specific dialog will automatically be stopped.
  
-**ExtraSoundOffset** \\  +====== Best Practices ======
-Number of seconds before the effect file starts to play.+
  
 +Here are a few practices that should be used when adding voices in the game:
  
-**ExtraSoundFile** \\  +**- Sound effects are between *:s **\\ 
-File path to an extra sound file that is played along with the voice.+When adding ​sound effects, like *gasp*, *pants*, *cries*, etc then always put them between *:s. This way we can easily remove them for people ​that do not want the hearing impaired option.
  
 +**- Pure sound effects is a separate line**\\
 +When implementing a subject that contains parts where there is only (non character related) sound effects playing you shall add this as Line on its own. The character containing it shall be called "​_SoundEffect"​. If the sound effects need to come from special position in the world, then do add a "​_"​ followed by a prefix to the name, for instance "​_SoundEffect_Trees"​ (this should be pretty rare though and these sort of effects are better added through callback functions, but there might be some rare instance that require it).
  
-**EndsAfterExtraSound** \\  +Important note is that this only meant for sound effects that are not specific to a character voice. Examples:​\\ 
-If the sound should end when the extra sound file is done playing (and not the voice).+Do **NOT** use it for: *cough*, *clears throat*, *spits*, etc.\\ 
 +**DO** use it for: *steps are heard coming down the stairs*, *large metal door opens*, *Anne carefully steps on the creaking floor*, etc.\\
  
 +**- All protagonist dialog come from the character "​Player"​**\\
 +Make sure that all the dialog that the player is supposed to say outloud comes from the character "​Player",​ as this allow the game to not play breathing, etc when a voice over from the player character is playing.
  
-**EndPadding** \\  +**- Use proper prefix for subjects**\\ 
-Number of seconds of padding in the length of voice fileIf this is over 0then that means the next sound will start that many seconds earlier (while the current sound is still playing).+Have prefixes on the subjects that give some hint where they belong and make it easier to sortFor instance a blackbox subject should start with "​Blackbox_"​eg "​Blackbox_FriedRobot"​. Another examples would be a situation ​that many subjects belong. Say Simon meets a farmer and there is a lot of subjects related to this, then use the prefix "​SimonMeetsFarmer_",​ eg "​SimonMeetsFarmer_Intro"​.
  
 +This is also true for special characters, for instance when a certain character speak in a recording. So for instnace a character that appears in a SOMA blackbox message (that does not come from a world position), should have "​Blackbox_"​ as prefix, eg "​Blackbox_Amy"​.
 +
 +**- Write temp dialog in square brackets**\\
 +If you add some writing that is only temporary then add this between square brackets. Also briefly summarize what is supposed to be going on, or what the is supposed to be expressed. Examples:\\
 +[Player gets his finger caught in bear trap]\\
 +[Hint that the screw needs to be bigger]\\
 +
 +If you need to have further info that feels wrong to show in-game then you can add extra info under the line direction, but make sure to start the line with INFO:, so it is not confused with proper line direction. Examples:\\
 +INFO: The player tries to hold the pain inside.\\
 +INFO: The solution is to use the file on the screw, can have slight hint for that.\\
 ====== File Format ====== ====== File Format ======
 +
 +(You shouldn'​t need this - everything can be edited using the VoiceHandler exe!)
  
 <code xml> <code xml>
hpl3/game/voicehandler.txt · Last modified: 2015/09/17 10:53 by ian.thomas