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.