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> Voice acting in game?, How to do it?
Reshiram//Exe
post Oct 22 2010, 01:07 PM
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I know voice acting is certianly possible, but how to add it into the game without getting it all muddled up by the text advancing too fast for the voices?
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Xeyla
post Oct 22 2010, 04:53 PM
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the only way i see you doing that, is by having the person read the text as it appears on screen. that way the text goes at the same speed as the person talking.

If someone else has a better idea, please let us know. after this gets solved, I'll put this in the RMVX FAQ for other people to read.


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irbis
post Oct 22 2010, 09:36 PM
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the most obvious solution that crosses my mind is to break voice samples the way the text appear.
second is to use advanced text scripts where you modify the text speed.
other then that i dont know what your problem is.

This post has been edited by irbis: Oct 23 2010, 10:40 AM
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Reshiram//Exe
post Oct 23 2010, 03:54 PM
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mellow.gif Thanks. I'll try something to get it to work, isn't there some sort of delay code where the player can't advance without pressing enter? Can't you just delay that for say 1 second or so while the voice acting plays and then the player can press enter to advance?
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lilcooldude69
post Oct 23 2010, 06:30 PM
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find out the length of your sound file and add the using text code in a text box and put enough of them to wait for your sound file to end then allow them to hit next for the next text box to appear


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KD648
post Oct 28 2010, 11:02 AM
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This might not help, but you have all of the voices as SE's, then won't the file simply cut out as soon as the next one is played? As long as you have the sound files before the text boxes, then as soon as you hit enter, that file should stop playing, and the next line of text can start. It works really well for BioWare's stuff, so I don't see why it shouldn't work here.


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Rukiri
post Oct 28 2010, 01:05 PM
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This is really easy to do, most games with voice acting generally have either their own pace or speak faster than the text.

Play the sound before text so something like this.
CODE
sound_play(voice001);
dialog_box("Gasp..Y-You.. got to be kidding me!",Face001)


Don't worry about timing as that's really not that important, worry about the actual acting.


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