[P] Synchronized text appearing and speaking sound
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[P] Synchronized text appearing and speaking sound
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.
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Re: [P] Synchronized text appearing and speaking sound
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 )
Could this be done with programming or is a sound program needed for that?
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 )
Could this be done with programming or is a sound program needed for that?
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Re: [P] Synchronized text appearing and speaking sound
This has been discussed before, but, yeah, it's an issue. Has anyone given a proper analysis into when each bleep sound is played?
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Re: [P] Synchronized text appearing and speaking sound
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.
...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.
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Re: [P] Synchronized text appearing and speaking sound
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?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?
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Re: [P] Synchronized text appearing and speaking sound
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.
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.
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Re: [P] Synchronized text appearing and speaking sound
I second the motion of custom blip sounds. Now, Karma can have the super deep voice he deserves!
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Re: [P] Synchronized text appearing and speaking sound
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? >_>
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Re: [P] Synchronized text appearing and speaking sound
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.
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Re: [P] Synchronized text appearing and speaking sound
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?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? >_>
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Re: [P] Synchronized text appearing and speaking sound
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.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.
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.
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Re: [P] Synchronized text appearing and speaking sound
Well, when you hack a ROM for sounds/graphics, I'm not sure you're going to find out how they do the blips >_>Meph wrote: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?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? >_>
Just ask henke/wait for him to come in here and comment... If he doesn't know, I doubt anyone does
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Re: [P] Synchronized text appearing and speaking sound
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.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 >_>
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Re: [P] Synchronized text appearing and speaking sound
Isn't it just every syllable?
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Re: [P] Synchronized text appearing and speaking sound
You could try to hack the game and have it type "Nietzche".