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Tenoukii

Voice cutscenes?

Question

Hiya..

just wanted to know: Which sound command is best to play voices with (BGS/SE/ME), and how i would event a voice scene.

 

Thankks!

Edited by Tenoukii

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You should PM Project Trinity. I'd say out of most of the people here, he/she has the best experience with Voice acting.

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Did the TC just grant me an excuse to give a prime example? 8D

 

 

^ If you meant something like that (yes, you did? xD), you'll want to do exactly as Arkbennett says: SE-->Insert text-->Press enter/spacebar to end text--->Stop SE.

 

Now, stopping SE is VERY important, or you'll just end up having the voices overlap each other. You don't want this!

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let me guess to do one of those fusion/ possesion voices (sounds like two ppl are talking at same time) u do se 1 wait 1 frame se 2 then stop se?

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Yeah. That might work. Or you just play them both at the same time and have the second voice clip pause a second before talking.

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Woo, first post here at RMXPU. I'm planning to do mini-voiceovers, but I've got a couple of quick questions.

 

For one, what programs would you guys suggest for recording? The best one I've found so far is Audacity, that's free.

And then, what format should voices be in? I personally want to cut down on filesize as much as is possible, because I want the finished product to be of a...manageable size.

 

Secondly, how do you attach voices to battle circumstances, such as in Project Trinity's video? I'm speaking both when you or an enemy uses a skill, and also when an enemy or character speaks in a textbox in battle. I don't understand how to do events in battle, really; mostly everything I've done so far in RMXP has been... winged? Learning it as I program and play.

 

And finally, where would you recommend seeking out potential voiceactors?

 

Thank you very much for your time.

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let me guess to do one of those fusion/ possesion voices (sounds like two ppl are talking at same time) u do se 1 wait 1 frame se 2 then stop se?

If you want to be ambitious, try messing with effects with the ever-so-free Audacity and fuse the two voice files into a single one. Especially if one (or both?) of the voices echo epically. :3 Though the 1 frame later option works just as well if you just want to have one follow the other.

 

Woo, first post here at RMXPU. I'm planning to do mini-voiceovers, but I've got a couple of quick questions.

 

For one, what programs would you guys suggest for recording? The best one I've found so far is Audacity, that's free.

And then, what format should voices be in? I personally want to cut down on filesize as much as is possible, because I want the finished product to be of a...manageable size.

 

Secondly, how do you attach voices to battle circumstances, such as in Project Trinity's video? I'm speaking both when you or an enemy uses a skill, and also when an enemy or character speaks in a textbox in battle. I don't understand how to do events in battle, really; mostly everything I've done so far in RMXP has been... winged? Learning it as I program and play.

 

And finally, where would you recommend seeking out potential voiceactors?

 

Thank you very much for your time.

 

O_O* Lets see. lol

 

Audacity seems to be the universal choice for free recording software. Most of PT's vocal members uses Audacity. Also, most ears can't tell the difference with WAV and MP3. WAV makes people feel more comfortable with the quality, but takes up 3x the space, so I always go with MP3. The voice actors who give me WAV, I just convert to MP3 in favor of space and flexibility.

 

Inserting a voice for battle is done the same way as an event on the map...text wise that is.

 

Game/Database/Troops/Select x Troop(s)/Event Box/Play SE/Insert Text/Stop SE

 

^ Open up your game, go to the database icon, go to the troops tab, and select the enemy you want to have speak (or your character speak to the enemy). There will be an event box for you to enter the sounds/songs/tracks/weather/ect for you there. That's where you put the voices in for event conversations.

 

 

As for the battle voices, I believe there are two ways for you to do that, but before I give you the recommended way, I want to try and make sure it works first. It involves Random variables, condition branches, and common events. So try not to take my word for this section. If you want to do the exact thing I did, just place a SE (ie, the voice) into the animation tab to that corresponding move.

 

And finally, to find solid good voice actors, you'll need to have a smooth tongue like I do with the drama class ladies in your school. :3 That, or, well, go to www.voiceactingalliance.com to find some solid voice actors. Whichever is easier for you.

 

Hope that helped. @_@

Edited by ProjectTrinity

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You were an absolutely great help, PT. And thank you for the speedy response! I think I will go with .mp3 files, it's in my opinion as well the best choice. I had been using, umm... .wma? I think so, at least.

 

I now have recorded a sample .mp3 and am trying to assign it to an enemy skill, I have copied the animation used and renamed it to the skill's name, and inserted the sound effect into the animation. Then I reassigned the skill to use the new animation, but when I test it in battle, it's not playing the voice. Am I missing a step?

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^ It is the best choice. You'll be amazed by how many people are turned off by big file sizes.

 

As for the sound troubles, is it working in the animation tab?

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No, it is not working in the animations tab.

 

I added a line in the 'SE and Flash Timing' window, which is the voice, set to frame 1, no conditions.

 

EDIT:

I changed it so that the TARGET'S animation was the created animation, and it worked. That's bothersome. Can I not edit the user's animation?

Edited by Cyril Amethyst

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^ That's really weird, actually.

 

Jasmin's "All Out Attack" is assigned under User Animation. It cures and buffs the entire party. You wouldn't happen to have "Stop SE" in the Animation tab's events, do you?

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You mean in the window for SE and Flash Timing?

 

No, I don't... Just the default sounds that come with the basic move, Special Attack 1.

I just copied the animation for it and renamed it to the attack, and added the voice.

 

Curiously, no matter what move my actors use, the animation is a blue circle under them... perhaps it has something to do with the battle script I'm using...

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http://www.mediafire.com/?oatwyzc14y5mep1

 

Here, I made a quick demo. You can see in the skill tab that Fatal Strike, the skill to be used, has user animation of Fatal Strike... and you can see in animations tab that it's supposed to play the voice.

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http://www.mediafire.com/?oatwyzc14y5mep1

 

Here, I made a quick demo. You can see in the skill tab that Fatal Strike, the skill to be used, has user animation of Fatal Strike... and you can see in animations tab that it's supposed to play the voice.

Okay...According to this demo you gave me:

 

-Fatal Strike's animation is slot 10, a knife animation.

-There was no SE for a voice in that animation. At all.. lol

 

Try going to the animation tab again, go to animation #10, go to the eventing part of the animation (where you insert the flash effects, ect) and place the voiced SE in there. It wasn't there when I checked. Also, if you wanted to use that animation for other enemies, I'd suggest making the Fatal Strike animation/SE on a separate slot for the boss. If you look at Al'asuiaga'ta, Bullet Rain is in two animation slots near the bottom and separate from the main skills/animations. One for each boss.

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I found the problem with the demo I gave you guys-- when I set up the demo, I tried to cut out as much as possible to reduce the filesize. I went back in and changed the skills and troops menus (I had rigged up Lorraine, the enemy, to say 'This is the end' on the third turn, since I couldn't get him to do it in time with Fatal Strike's animation.

 

However, after deleting that bit of code and changing the animations tab, I hit CANCEL, not OK. -___-

 

http://www.mediafire.com/?w1bek254ddjj4w7

 

I really am sorry about the confusion. Here's a fixed demo. Well, fixed in that the problem is actually IN the demo this time.

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^ Hehe. That's quite alright. I'll report back, in about 24 hours. lol, I know. I said that last time and I came back less than an hour later. xD

 

EDIT: Apologies. Comes out I have an update 10 minutes away from me telling you wait 24 hours. 'Again.

 

I looked at the animation that should have the voice SE, but once again, there was no voice SE assigned to the move you wanted to do. So I decided to send a little video (Unlisted, don't worry) via Youtube that shows you that you can make the enemy say something as an attack with "Target Animation" rather than "User Animation". If there is any confusion, drop by again! O=

 

Edited by ProjectTrinity

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Right, I know I can get it when used ON the enemy, but I'd like the actor/enemy to say it as they use it... ah well. I'll make do. Thanks, PT. You've been a great help.

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^ I think I get it! I'll try and get them to say it as the spell is being cast. I think I have some ideas. I'll be back in 24 hours!

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Attempt number 2 of mine. You don't see him run up to slash him specifically, but I'm sure the dialogue will come whenever contact is made this way. If this is more of what you wanted, let me know and I'll tell you how it works. =3

 

(Sorry for the late)

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Alright! ^_^ First thing first,

 

This free audio editor, Audacity. You'll need it to cut that silence at the start of that sound clip. It's what I used to get rid of the silence and you can do it fast and easy. You can do all sorts of extra effects as well, such as reverb, sound/noise reduction, ectera. (It helps the quality of your game out) After you get this audio editor (or anything that lets you edit sound), we can move on to the RMXP stuff.

 

-Replace the old sound file with the new one that doesn't have that 1-2 second silence at the beginning in your SE folder.

 

-Make sure the attack and animation are both connected to the person you want it for. (Example: Your most recent upload didn't have the "This is the end" voice in animation 109. So whenever you attacked, there was no voice there.) Make sure the Fatal Strike animation is on the correct slot where the voice is located, and then place the sound into "Target Animation" and not the "User Animation".

 

-Make sure the voice is above all other commands in the animation event page. (Not sure if it helps, but it certainly doesn't hurt!)

 

-Try it. =p

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