I want to add spoken voice to the dialogues/descriptions etc in the game. I have taken a translation speech dump text file. I will be recording these as audio files.
Whats the easiest/quickest way to incorporate these in the game? Since the wav files would have to be named as numbers for the game, I would have to listen to each one, see which one is which and add the respective number to the command in the game. That looks pretty tedious work.
Is there a simpler/more automatic way? Whats the best way to do this?
Use the "Auto-number speech files" option on the Game menu to allocate a number to all speech lines.
Then, make the translation source again and the output will include the speech numbers for each line. That way, as you record them you can name the files correctly.
I cant find any information on this feature in the help documents..
Im guessing this will automatically add the speech numbers to all text file? Like -
convert -
ego: "Hi! How are you?"
to
ego: &10 "Hi! How are you?"
Is that correct?
What about hotspot descriptions, object descriptions, global text etc, how are they given audio? Or will they be included by this function too? From the documents it looks like only dialogues can be linked to speech files.
Ah, yes if you want narrator voice as well, you'll have to do some extra work and manually add the &numbers to those lines.
CJ, you should add NARRator support for this command.
Also, does this work for (1) dialog speech (ego: "yo"), (2) message editor speech (under interactions, game -> display message), and (3) DisplaySpeech() speech?
Also, I have a custom function DisplayThoughts() that takes a string as input and uses LEC-style speech as an alternate style for thinking as opposed to Sierra-style for speech. I'm guessing this wouldn't work for that, right? :P