Accessing "Voice Over"-sample from Unity

Using Naninovel C# APIs: adding custom actor implementations or commands, overriding engine services, integrating with other systems, etc.
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MikeBowe
Posts: 13
Joined: 14 May 2020 15:13

Accessing "Voice Over"-sample from Unity

Post by MikeBowe »

Hi-ya...

How can I access the sample that is being played, with layered character? I know that there is On Speaking, but where do I pull that actual sample and how? I'm doing my own lip-sync and need to grab that audio.

Elringus
admin
Posts: 538
Joined: 11 May 2020 18:03

Re: Accessing "Voice Over"-sample from Unity

Post by Elringus »

Hi, If you mean how to get voice resource name for the currently printed text (aka auto voicing feature), check the print command implementation (Runtime/Command/Printer/PrintText.cs), it's handled there.

MikeBowe
Posts: 13
Joined: 14 May 2020 15:13

Re: Accessing "Voice Over"-sample from Unity

Post by MikeBowe »

That's probably just what I need... I'll take a look, thanks!

MikeBowe
Posts: 13
Joined: 14 May 2020 15:13

Re: Accessing "Voice Over"-sample from Unity

Post by MikeBowe »

Actually, I'm using the manual voicing, not auto voicing... like this:

@char Ruby
@voice 003_ruby-oh_yeah_what_can
@Printer SH_Default
Ruby: Oh Yeah? What can can be so important that you got us all here--

I got a preprocessor (or actually post-) that generates these lines and even sample-names automatically.

Elringus
admin
Posts: 538
Joined: 11 May 2020 18:03

Re: Accessing "Voice Over"-sample from Unity

Post by Elringus »

In this case you can either override the @voice command and get the voice resource paths from there or use a custom command instead of the voice.

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