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Topics - Ewen

#1
Hello I was wondering if I could have some assistance with the TotalLipSync module.

I've made a game that works well and would like to add lip syncing with voice via the module but I can't seem to get it to work. Its my first time trying a module. I started a brand new game to test it. The game is just one room with one character who says one line. I'm sure I've taken a wrong step or two as I'm getting no lip sync and no voice (the character is just staying on one frame). Here is my process so far (I am using the most up-to-date version of AGS, I downloaded the module from Snarky's 2017 forum post and the latest version of Rhubarb).

1) I used Adobe After Effects to create 9 mouth shapes on a character based on Rhubarb's guidelines. The different mouth shapes are drawn on top of a fixed face in each frame, rather than the mouth as a separate layer.

2) I have nine mouth shapes based on the Rhubarb guidelines so A (frame 1 at 00:00) is P, B and M, B (frame 2 at 00:01) is K, S, T etc. I have used A, B, C, D, E, F, G, H and X as instructed.

3) I put my .wav file into C:/Rhubarb.

I) In After Effects, I selected File > Scripts > Rhubarb Lip Sync.jsx and then animate.

4) Everything looks good so far. I used the Windows Command Prompt (something I'm admittedly a novice with) to export the .dat file like so:
cd C:\Rhubarb
rhubarb JIMM.wav -o JIMM.dat
- perhaps the .dat data needs more fine tuning?

5) This created a .dat file. Opening the .dat file in notebook gives me the following information:

0.00   X
0.13   C
0.31   E
0.66   B
1.08   C
1.15   B
1.43   E
1.64   X
2.03   X

6) The character in my AGS game is called Jimmy (cJimmy) so the files are called JIMM1.wav and JIMM1.dat

7) I downloaded the TotalLipSync module and imported it into Scripts in AGS.

8) I added the following code to my global script:
Code: ags
function game_start()
{
  TotalLipSync.Init(eLipSyncRhubarb);
  TotalLipSync.AutoMapPhonemes();
}

9) I made sure that the lip sync option is disabled in the Lip Sync property.

10) I created a folder called 'sync' and placed it in my project folder (E:/2025/Rhubarb Test/Rhubarb Testing/sync). I placed both the .wav and .dat files in there.
- I'm not totally sure where these files should go so also tried moving these to different locations but none were successful.

11) In Compiler in general settings, I added the following: E:/2025/Rhubarb Test/Rhubarb Testing/sync
- Again, not totally sure if this part is correct.

12) I made sure the character's Speech View was set to View 3 (where I placed all of the frames in order.
- Rhubarb advised on 9 frames, TotalLipSync advises 10. In AGS, I currently have frame 0 set as his neutral mouth shape followed by A (frame 1),B (frame 2) etc.

13) I entered this in the room script:

Code: ags

function room_AfterFadeIn()
{
 cJimmy.SaySync("&1 My text is here.");
}

If anyone knows where I'm going wrong (probably multiple places!), I'd love to know. I'm not an expert and realise that this is quite advanced but I'm a keen learner and, if I can learn how it works in a test room, I think I can apply it to the whole game with some time.

Thank you!
#2
Hello! I was wondering if anyone can help me.

I'm trying out lip sync for voice for the first time using test-based lip syncing. I've uploaded all my mouth movement frames (for each letter sound) and it works really well.

However, when the text on screen is a bit longer, the animation speed from frame to frame increases. Is there any way to keep text at a universal speed?

I'm not sure if I've explained this well enough but thank you :)
#3
Hello,

I have added a map screen to my game. The map itself is a room and the background image is currently the same screen resolution as the rest of the game (which is cool and works really well) but I was wondering if it is possible to import a larger version of the map and then to have the camera move across it with the mouse cursor. For example, if the mouse moves to the top of the screen, the map moves with it.

I know its easy to have the camera following a character as they walk through a room bit I'm not sure if movement can be assigned to mouse movement.

This seems like it should be possible but, as a beginner, I'm not sure where to start. Any thoughts on this would be very welcome :)

Thank you!

Ewen
#4
Hello!

I'm an amateur AGS user but have spent quite a lot of time developing a children's game with custom GUIs and a 'left click only' interface where specific animated cursor icons are displayed when hovering over interactable things. This is really easy to do with hotspots but I was hoping someone might be kind enough to answer the following question:

Is there a way to have different cursors activate when specific objects are hovered over? E.g. a door object should have an animated cog but an item object should have a 'pick up' animated icon.

I've spent a lot of time on this and, so far, have found some solutions but none are doing exactly as I want. For example, via the global script, I could make ALL objects have the same custom cursor instead of specific cursors for different objects.

I'm tempted to revert to a more standard verb coin template but I'm delighted that I've managed to do some pretty complex things so far and I'm not quite ready to give up on the current direction of the game.

Thank you!
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