Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: Cogliostro on Sat 30/04/2016 03:55:47

Title: Voice Overs & Random #s
Post by: Cogliostro on Sat 30/04/2016 03:55:47

Okay, for one point of the game, there is a combination, and I wanted it to be randomly generated.  No big deal. 
Code (ags) Select

  //Set combination for the door!!
  Combo1=Random(9);
  Combo2=Random(9);
  Combo3=Random(9);
  Combo4=Random(9);
  cMedea.Say("&39 The combo is %d%d%d%d.",Combo1,Combo2,Combo3,Combo4);


EXCEPT, I am going to have voice overs.  Is it possible have voice overs with a random combination?  And by that I mean without having the character read the four-digit combination one number at a time and sound like an idiot.

- Cogliostro
Title: Re: Voice Overs & Random #s
Post by: Mandle on Sat 30/04/2016 04:46:22
I suspect you will probably have to fake it and play timed audio files...This is fiddly but should work...

I doubt the engine has the ability to plug each voiced number into the say function in the same way it can plug in the text numbers.

Or...you could record every possible combination?! :P
Title: Re: Voice Overs & Random #s
Post by: Snarky on Sat 30/04/2016 08:50:54
Quote from: Cogliostro on Sat 30/04/2016 03:55:47
EXCEPT, I am going to have voice overs.  Is it possible have voice overs with a random combination?  And by that I mean without having the character read the four-digit combination one number at a time and sound like an idiot.

If you don't want it to read out the number one digit at a time, how do you imagine it would work? Are you going to record all the ten thousand possible combinations, or were you planning to build it up from snippets? "The combo is... three... thousand... four... hundred... and... ninety... two."

Like Mandle says, it's probably possible, but it's fiddly, and it's going to sound robotic. Personally, I don't see how it's better than "The combo is... three... four... nine... two", which is rather easier to program. (It's also how I personally would read out a code.) There is a certain stress pattern people use to read out numbers, with a falling tone on the final digit, so if you incorporate that it's going to sound more natural.

Edit: What most games do is not use the actual number in the dialog, but display it visually instead. So if a character is giving you a code, they might just say "Here, I'll write it down for you." Or if your character is reading it, they might go "That's the combination." As long as players can read it, you usually don't actually need to have it said out loud.
Title: Re: Voice Overs & Random #s
Post by: Slasher on Sat 30/04/2016 11:33:33
its rather like the speaking phone clock.. every digit it robotically spoken.. can you imagine doing every second minute hour in the day...

The said digits (say 0-9) could each be recorder with minimal possible silence and called one after the other for the combination.

Is there is a correct / wrong combination... if so that would call for a different approach or will any combination still be read out?



Title: Re: Voice Overs & Random #s
Post by: Gurok on Sat 30/04/2016 12:28:39
If you don't want each digit spoken separately, pick a dozen four-digit combinations and record those. It will still seem like there are 10,000 combinations for a player that hasn't read a walkthrough.
Title: Re: Voice Overs & Random #s
Post by: Slasher on Sat 30/04/2016 12:51:12
That seems a good idea from Gurok...

a Dozen would work.. but then random has a habit of picking the same one twice in a row, sometimes more.. but it is an alternative option if the player has no idea which numbers would appear.

food for thought..