Is anyone thinking about adding Voice Acting into their projects?
Root / Talk About Programs / [.]
ElzoBroCreated:
This method of adding Audio from your PC to your 3DS: http://smilebasicsource.com/page?pid=339
This forgotten WAV Recording Tool (Up to 30 Seconds, mind you!): http://smilebasicsource.com/page?pid=55
How many of you could consider the possibility or the addition of Voice Acting to your current project?
:o:o I'll burn!
Voice Acting is not a bad idea tbh. There are just so many limits that break the deal. Not that it is not doable, but I don't really see the benefits of it...
Voice Acting is not a bad idea tbh. There are just so many limits that break the deal. Not that it is not doable, but I don't really see the benefits of it...I can't think of any "Deal Breaking Limits". 30 Seconds is a great amount of time to get your thoughts out any more and you may have gone a bit overboard. Unless your talking about space, in which case you can just get a Gold Membership to upload more data. Voice Acting isn't some completely necessary thing. It's just a way to make your game pop out more and make your characters more memorable. If you take the Voice Acting out of Bravely Default or Stella Glow, you still have 2 pretty good games, but the Voice Acting is what makes people remember more of it. In short I don't know what you mean by " limits that break the deal" or "I don't really see the benefits of it..." -Still loves you fam, Elzo
I want Voice/Sounds too when I think of gaming. I guess you can't ignore that we're using a proper dev env though. OMG! Recording haha.
Anyways, I think considering the sample of wavstrings to hex$ by and large will help us to simplify little bits of sound. Here's the code:
From anys script:
GOSUB @TESTWAVSET
Spoiler
@TESTWAVSET TONE=224 A=40 D=40 S=80 R=60 WAV$= " " FOR I=1 to 64 V=SIN(RAD(I*360/16))*160 WAV$=WAV$+RIGHT$("ØØ"+HEX$(V),2) X=240+I*2 Y=120 GLINE X, Y, X, Y-V, RGB(0,255,0) NEXT GLINE 240, Y, X, Y, RGB(0,255,0) WAVSET TONE,A, D, S, R, WAV$ LOCATE 0, 8, 0 PRINT "tone" ; TONE PRINT "Decay"; D PRINT "Attack"; A PRINT "SUSTAIN"; S PRINT "RELEASE"; R X= 16 Y= 120 C=RGB(255,255,0) W=50 GLINE X, Y , X+A, Y-120 , C GLINE X+A , Y-120, X+A+D , Y-S , C GLINE X+A+D , Y-S, X+A+D , Y-S , C GLINE X+A+D+S , Y-S, X+A+D+W+R , Y , C GLINE X , Y , X+A+D+W+R , Y- , RGB(255,0,0) LOCATE 0, 20 PRINT " WAVSET "; PRINT TONE; ","; A; "," ; D; "," ; S; "," ;R; ","; PRINT CHR$(34); WAV$; CHR$(34) MML$ = "@"+STR$(TONE)+"Ø4CDEFGABØ5C" BGMPLAY MML$ PRINT " " PRINT " BGMPLAY "; CHR$(34);MML$;CHR(34); RETURN
I am working on a project which I sort of plan to add voice acting. I don't have any real voices, so I'm going to be using text-to-speech. (The characters who are speaking are supposed to be robotic anyways.)
Although, I'm transferring to the 3DS just by playing it and having the 3DS record it via a TRS cable, and playing it back using WAVSETA.
You can easily record 30 seconds of audio just by running MICSTART 0,0,30. In fact, you can record up to record 128 seconds with this. It limits you to 32 seconds, but if you throw the waveform data into an array, then resize the array every 32 seconds and add the new waveform data to it, you can get to like 128 seconds before you run out of memory.
I do have the audio DLC as 12Me21 mentioned, but most people don't have it, and it's only two short subroutines, ~20 lines to play audio files in the background with WAVSETA, so there's no point in restricting users just for slightly higher audio quality when it's so easy to implement audio playback without it.
In fact, here are the 19 lines I've been using to play audio files back.
You can use that to play audio files by first setting "FNAME$" to the WAV file's name, then GOSUB'ing @LOADWAV, then adding "GOSUB @PLAYBACK" to the inside of your game loop. (It only plays audio files recorded in 8-bit fixed at 8180 Hz.)
Given, the quality is pretty low. You can use EXTFEATURE to determine if the person has the DLC, so it might be a good idea to have the high and low quality audio and choose which to play based on whether the user has DLC.
Spoiler
@LOADWAV DIM AUDIO[0] FINISHED=FALSE CLOCK=MILLISEC PROGRESS=0 LOAD "DAT:"+FILENAME$,AUDIO,FALSE RETURN @PLAYBACK FIN=FALSE IF MILLISEC>=CLOCK AND LEN(AUDIO) > 8180*PROGRESS THEN WAVSETA 250,127,0,127,127,AUDIO,78,8180*PROGRESS,8180*PROGRESS+8179 BEEP 250 PROGRESS=PROGRESS+1 CLOCK=MILLISEC+1000 ELSEIF LEN(AUDIO) <= 8180*PROGRESS THEN FINISHED=TRUE ENDIF RETURN
You can play much higher quality files by changing the pitch and speed.
Also, if you use BGMPLAY instead of BEEP, you can automatically play up to 32 instruments, which can give over a minute of audio, depending on the quality.
http://smilebasicsource.com/page?pid=394
You can play much higher quality files by changing the pitch and speed. Also, if you use BGMPLAY instead of BEEP, you can automatically play up to 32 instruments, which can give over a minute of audio, depending on the quality. http://smilebasicsource.com/page?pid=394Ah, okay, that sounds pretty useful. I'll take a look at that.
I wanted to have voices, but I had no idea I could actually do it, seems like I will get the dlc after all
I wanted to have voices, but I had no idea I could actually do it, seems like I will get the dlc after allYou don't need the DLC at all to play voices. Actually, what the DLC gives is just an easier way to play sound (if I remember correctly). In other words, if you're buying the DLC just to play voices, that's a mistake.
It's actually a good fair bit more difficult to stream audio without the DLC. Entirely doable, but not easy. Unless you use tricks to fake a higher bitrate it's going to sound pretty bad, and you'll need to set aside some BGM things to do it. You would have to make your own active stream buffer thingy if you want to play a high quality sample longer than like 10 seconds continuously.I wanted to have voices, but I had no idea I could actually do it, seems like I will get the dlc after allYou don't need the DLC at all to play voices. Actually, what the DLC gives is just an easier way to play sound (if I remember correctly). In other words, if you're buying the DLC just to play voices, that's a mistake.