We recorded the audio output of that performance on a separate computer, and then went through and picked out the "good takes". These good takes were sorted into 3 basic categories per emotion: - Quick passing syllables (20) - Emphasized syllables (10) - Sentence endings (10)
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Using
@fmodstudio, we set up an emotion-driven (actually character portrait-driven) event system... We had one audio event per character, and each dialogue event plays non-stop for the duration of a given character's conversation in-game.pic.twitter.com/paQjp8sVBq
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We loop on silence until it's that character's turn to speak. When that character speaks, the code-side sends the current character portrait info to FMOD, and FMOD responds by sending the playhead to the appropriate emotion on the event timeline.pic.twitter.com/ePLcRQPGsb
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When we arrive at that emotion, we progress through a random sequence of syllables via a transition system we built. FMOD doesn't have a great way of handling this degree of specificity when moving through a random sequence of audio files, so making this was pretty tedious.pic.twitter.com/uU9RV72gag
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It necessitated manually placing every syllable on the timeline, and setting up a "transition hub" that would rapidly send the playhead out to these various syllables. No syllable was allowed to play twice in a row, and emphasized syllables had a lower probability of playing.pic.twitter.com/MStWwt36Gs
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The hub also made it trivial to fine-tune the spacing between syllables (as we could move entire hub's position rather than forty separate transition markers).pic.twitter.com/o1PkNlgSnN
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Anyway, once the text-draw ends in the game's UI, FMOD is notified that speech should conclude. The playhead then returns to silently waiting for the next portrait/emotion. (It either plays an end syllable before returning, or it returns immediately if on an emphasized syllable).
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That's pretty much it! Hope you learned something about
#gameaudio! If you'd like to see a detailed breakdown of how the dialogue event works, you can watch it here:https://www.twitch.tv/powerupaudio/v/248998904?sr=a&t=1250s …2 vastausta 7 uudelleentwiittausta 427 tykkäystäNäytä tämä ketju -
You can also download and check out the complete
@celeste_game FMOD project (along with all source sound & music - thanks@kuraine!) available on the fmod website. https://fmod.com/resources/documentation-studio?version=2.00&page=appendix-a-celeste.html …3 vastausta 10 uudelleentwiittausta 350 tykkäystäNäytä tämä ketju -
Cheers all!pic.twitter.com/Wm5cSFWlgW
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This is fascinating! You should really do a @Official_GDC talk on this. One of my favorite parts of the game was knowing when a character was upset, pleading, or angry, just based on the tone. V cool what you did here.
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Vastauksena käyttäjille @MerryKish ja @Official_GDC
Appreciate it! I once had a GDC talk scheduled re: driving narrative with audio (in which this stuff would have played a large part), but then covid etc.! Maybe again some time in the future. :)
0 vastausta 0 uudelleentwiittausta 3 tykkäystäKiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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