Replies: 1 comment
-
Well.. I decided to give it a go. |
Beta Was this translation helpful? Give feedback.
0 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Uh oh!
There was an error while loading. Please reload this page.
Uh oh!
There was an error while loading. Please reload this page.
-
I just found this addon today, and figured I try use this, replacing my own hacked together dialogue system.
Except, while I had hacked together support for voice acting, I found this missing in this addon.
Looking further, I found you are adding one (it's just not in the version on Godot addons yet), but based on the screenshots and discussions, I I think it needs improvement.
You see, I used Audacity to label each part of a voiceover, when export that label-file into my program to generate timecodes for me. Even if I didn't, I could still read from the file end enter timecodes manually,
I was able to load an audio file with all voice acting for a dialogue, then play only the parts of it I needed for the dialogue text on screen.
I would like the same for this dialogue system, and I'm willing to help out with integrating it.
Here is a snippet from my code
As you can see, when displaying a "line" (or a box of text, really), it orders the
$DialogueAudio
(AudioStreamPlayer node) to play fromaudio_start
seconds, and for it to stop when playback reachaudio_end
seconds.To make this fit within your framework, I recommend adding some number selectors to define beginning and end, and a playback test.
A feature to import a tracklist from audacity, like I did, would also be great. Let me know if you want a code-snippet of how I did that.
Let me know what you think.
Beta Was this translation helpful? Give feedback.
All reactions