Accessing "Voice Over"-sample from Unity

Posted: 15 Aug 2021 16:53
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.


Re: Accessing "Voice Over"-sample from Unity

Posted: 15 Aug 2021 18:19
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.


Re: Accessing "Voice Over"-sample from Unity

Posted: 16 Aug 2021 08:04
by MikeBowe

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


Re: Accessing "Voice Over"-sample from Unity

Posted: 16 Aug 2021 19:10
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.


Re: Accessing "Voice Over"-sample from Unity

Posted: 16 Aug 2021 20:06
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.