[P] Synchronized text appearing and speaking sound

Post about what you like and dislike on AAO and suggest new features and improvements.

Moderator: EN - Forum Moderators

User avatar
Sligneris
Posts: 1743
Joined: Sat Oct 01, 2011 8:22 pm
Spoken languages: English, Polish

[P] Synchronized text appearing and speaking sound

Post by Sligneris »

I noticed speaking sound is playing all the time during speaking. Wouldn't it be better if one sound would match one letter? It would more effective in slow speaking. Also, signs like . , ? ! and spaces should be silent.
User avatar
Mick
Moderator
Posts: 6455
Joined: Sun May 29, 2011 10:29 pm
Gender: Male
Spoken languages: English, German, some Italian, some French
Location: Germany

Re: [P] Synchronized text appearing and speaking sound

Post by Mick »

This is a good idea, because it sounds really strange if you set the text-timer to 0.1.
But how should this be done? I think, the individual text-sound is one continuing sound, it's not divided. (I hope, you know, what I mean :XD: )
Could this be done with programming or is a sound program needed for that?
User avatar
Meph
Posts: 13439
Joined: Mon Nov 10, 2008 10:07 pm
Gender: Male
Spoken languages: English
Location: Probably Disneyland Paris... or the UK

Re: [P] Synchronized text appearing and speaking sound

Post by Meph »

This has been discussed before, but, yeah, it's an issue. Has anyone given a proper analysis into when each bleep sound is played?
User avatar
Blackrune
Posts: 3805
Joined: Fri Apr 17, 2009 3:11 am
Gender: Male
Spoken languages: English, German, Japanese
Location: The Submarine

Re: [P] Synchronized text appearing and speaking sound

Post by Blackrune »

I suppose the ability to set custom blip sounds could help with that. You'd just manually implement a slower version if needed...of course perfectly synching it with very slow letter would still be a difficult issue.
...It'd probably also be possible to create some other hilarious effects. xD
Of course, this would only help with slow speaking, not with ignoring voiceless symbols.
User avatar
drthingums
Posts: 125
Joined: Sat Jun 25, 2011 7:57 am
Spoken languages: English
Location: Taking all your base

Re: [P] Synchronized text appearing and speaking sound

Post by drthingums »

Meph wrote:This has been discussed before, but, yeah, it's an issue. Has anyone given a proper analysis into when each bleep sound is played?
The trial player sets the ticker sound to loop before it starts adding letters to the message box. When the entire message is onscreen, it stops the sound. Why was it done that way again?
User avatar
Meph
Posts: 13439
Joined: Mon Nov 10, 2008 10:07 pm
Gender: Male
Spoken languages: English
Location: Probably Disneyland Paris... or the UK

Re: [P] Synchronized text appearing and speaking sound

Post by Meph »

Sorry. I meant an analysis of how it is done in the official AA games.

But the reason why it was done this way is to improve performance. These days, it may not be much of a problem with HTML5 audio and whatnot.
User avatar
morganwk
Posts: 133
Joined: Sun Feb 12, 2012 3:07 am
Gender: Male
Spoken languages: English, not much Spanish

Re: [P] Synchronized text appearing and speaking sound

Post by morganwk »

I second the motion of custom blip sounds. Now, Karma can have the super deep voice he deserves!
I might be doing trials, but my main focus is on my (possibly) upcoming casemaker for the TI-83 series of calculators.
My art
My music
My action thriller, The Missile Heist
Image

*Insert snappy quote here*
User avatar
Bad Player
Posts: 7228
Joined: Wed May 20, 2009 10:53 pm
Gender: Male
Spoken languages: American
Location: Under a bridge

Re: [P] Synchronized text appearing and speaking sound

Post by Bad Player »

Couldn't you just try something like one blip to a character to see how it sounds, without an in-depth analysis of how it's done in the actual games? >_>
User avatar
AABattery
Posts: 567
Joined: Mon Sep 05, 2011 8:07 pm
Gender: Female
Spoken languages: English, Spanish, Learning Korean
Location: Inside your remote
Contact:

Re: [P] Synchronized text appearing and speaking sound

Post by AABattery »

I've done a blip per character in my RPG Maker game (I'm using the male blip for it). It sounds much better that way.
User avatar
Meph
Posts: 13439
Joined: Mon Nov 10, 2008 10:07 pm
Gender: Male
Spoken languages: English
Location: Probably Disneyland Paris... or the UK

Re: [P] Synchronized text appearing and speaking sound

Post by Meph »

Bad Player wrote:Couldn't you just try something like one blip to a character to see how it sounds, without an in-depth analysis of how it's done in the actual games? >_>
Yeah, but we might as well see how it's done in the games. Surely someone who's hacked into the ROMs has seen how it's done?
User avatar
Unas
Admin / Site programmer
Posts: 8850
Joined: Tue Jul 10, 2007 4:43 pm
Gender: Male
Spoken languages: Français, English, Español
Contact:

Re: [P] Synchronized text appearing and speaking sound

Post by Unas »

AABattery wrote:I've done a blip per character in my RPG Maker game (I'm using the male blip for it). It sounds much better that way.
Unfortunately, performance of a native app built with RPG Maker is on a completely different from the performance given by a sound player in Flash.
When using Flash to read a sound, you inevitably get a small delay before the sound starts playing, making it very difficult to properly synchronise.

I might see about that in V6 since the lib I'm using supports HTML5 audio, which should in theory offer better performance, but to be honest it's not a priority for me.
ImageImageImage
If knowledge can create problems, it is not through ignorance that we can solve them.
Si le savoir peut créer des problèmes, ce n'est pas l'ignorance qui les résoudra. ( Isaac Asimov )
User avatar
Bad Player
Posts: 7228
Joined: Wed May 20, 2009 10:53 pm
Gender: Male
Spoken languages: American
Location: Under a bridge

Re: [P] Synchronized text appearing and speaking sound

Post by Bad Player »

Meph wrote:
Bad Player wrote:Couldn't you just try something like one blip to a character to see how it sounds, without an in-depth analysis of how it's done in the actual games? >_>
Yeah, but we might as well see how it's done in the games. Surely someone who's hacked into the ROMs has seen how it's done?
Well, when you hack a ROM for sounds/graphics, I'm not sure you're going to find out how they do the blips >_>

Just ask henke/wait for him to come in here and comment... If he doesn't know, I doubt anyone does :P
User avatar
Meph
Posts: 13439
Joined: Mon Nov 10, 2008 10:07 pm
Gender: Male
Spoken languages: English
Location: Probably Disneyland Paris... or the UK

Re: [P] Synchronized text appearing and speaking sound

Post by Meph »

Bad Player wrote:Well, when you hack a ROM for sounds/graphics, I'm not sure you're going to find out how they do the blips >_>
I mean really hack it. Reverse-engineer it to find the bleeping algorithm. Still, you could probably find out just by observing the game and playing it in slow motion.
User avatar
morganwk
Posts: 133
Joined: Sun Feb 12, 2012 3:07 am
Gender: Male
Spoken languages: English, not much Spanish

Re: [P] Synchronized text appearing and speaking sound

Post by morganwk »

Isn't it just every syllable?
I might be doing trials, but my main focus is on my (possibly) upcoming casemaker for the TI-83 series of calculators.
My art
My music
My action thriller, The Missile Heist
Image

*Insert snappy quote here*
User avatar
Kroki
Admin
Posts: 7475
Joined: Fri Nov 23, 2007 10:05 pm
Spoken languages: Français, English, Español, 日本語
Contact:

Re: [P] Synchronized text appearing and speaking sound

Post by Kroki »

You could try to hack the game and have it type "Nietzche".
ImageImage Image Image Image
Post Reply