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Adding "gibberish" voice audio

Hi - I'd like to add "gibberish" sounds to play while a character is speaking (like in Animal Crossing), and I can't see an easy way to do it.

I read the tutorial about adding voice files to dialogue lines, but that doesn't seem like the right approach, as the character will be making the same noise regardless of the dialogue line.

As a test I placed an Audio Source and Sound component on an NPC, then used a Sound:Play/Play and Sound:Play/Stop either side of the Dialogue:Play Speech action in the conversation Action List, which worked, but it seems like a long and laborious way of doing something that I assume can be done more simply.

Can anyone suggest a neat solution?

Thanks!

Comments

  • If you have scrolling subtitles, you can assign a "Text scroll" clip either globally or per-character that plays while subtitle text scrolls on-screen.

    Otherwise, you can automate your Action sequence of playing a sound when a character starts speaking, and stopping is when they do, by using the Events Editor to define "Speech/Start" and "Speech/Stop" events that will kick in whenever a character speaks. If you opt to have it auto-create their ActionLists, they'll include Character parameters that you can use to define which object to play the sound from.

  • I don't have scrolling subtitles, so I think the second option looks best.

    I've created an OnStartSpeech event, I've left Speaker type as Character, and I've got a nice empty Action List to use, but how do I specify different sounds for each character? Do I need to create a new OnStartSpeech event for each character?

  • Ah. If it's a different sound for each character, better to instead use the Event Runner instead. It's similar to the Events Runner, but it's a component that you can attach to your characters.

    You'd need to create a new event for each character, yes. The event will still fire for any character speaking, but you can begin the ActionList with an ActionList: Check parameter Action to compare the Character parameter with the intended character, and only continue if they match.

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