Development Forum |
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Voices and text processing | |
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Gulliver
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6/18/2018 | |
So, when a creature says something, it's parsed and noises happen.
How are the noises determined?
I think something parses the text and triggers a "syllable" aka WAV file for each chunk.
Do we know anything about the process? Can it be tweaked?
For example, if we make norns know that "eem" is food, can we make sure that this connects to the "eem" WAV file? |
GimmeCat
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6/18/2018 | |
Voice serialisation is all internally hardcoded. There's no real way to mod the game to ensure specific wavs are played for specific words. But it's possible you could edit the *.vce files found in the main directory to use different 'sounds' in place of the default "boh", "wah", "ras", etc.
From what I can gather from the source, a sentence is split up into chunks of 3 characters (aka syllables). Each syllable is run through a mask to determine whether it's the start, end, or middle of a word or sentence. Then, depending on... something... I think each syllable is assigned a numerical value that's compared with the list of SPEECH_SYMBOLS listed in the *.vce files, to determine which sound to play for each syllable.
At least, I'm pretty sure that's the jist of it. I'm not very good at reading C++. |
Gulliver
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6/25/2018 | |
Thanks. I think I knew that really and was hoping someone cleverer than I was going to disprove me.
Conlanging and linguistics is always a background thought process of mine and I've always thought it would be cool if Creatures-ish was meaningful. |
Peppery One
Papriko
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6/30/2018 | |
There is a little bit of meaning to creature language I guess, the text one anyway. Bibble, the pre-teaching babyspeak, can be broken down into fundamental elements. Certain words mean "generic noun", others mean "verb". Some of them are qualifiers, like "a bit", "quite" or "extremely".
You can find exact info when you go into the "Catalogue" folder and then check the "norn.catalogue".
Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis... |
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