Hi Winterstone,
It isn’t currently a built in feature, but the system is extendible through blueprint, so it could be added.
I can think of several ways to add support for it, depending on your needs. (Warning : this maybe unreadable to everyone but me, though I wanted to mention how I might go about it :p)
Using built in features to play an audio file and to control the speed of the Typewriter effect: Handle the dialogue’s ‘state change’ event and play an audio file, and add typewriter speed tags to match the speed of the text to the speech
[INDENT]This will work with built in features, but a custom handler would be required for each dialogue page
If preferring to inline the dialogue in the text: Add an extra parser for the option and use the Named Asset table
This is more convenient than 1 but it isn’t nearly as simple to implement
Using mostly built in features but prefer controlling which sound file to play through data: Add an audio asset field to the dialogue table and override the base OnStateChange event to play the speech file
I believe this would be the best option I could think of for both convenience of use and ease of implementation [/INDENT]
There could be other needs for speech systems, but I’ve never developed one for complex dialogue.
If you’re asking for text to speech system, that could be added with handlers in the typewriter system, though I admit I have no experience with text-to-speech.
Hi thanks for replying!
Well I kind of understood a bit but everything is fairly new to me
That’s great to hear that its possible to extend the blueprints. Not that I’d know how too as of yet! I wasn’t neccessarily thinking of text-to-speech but just more or having the text dialogue system work as it was meant to but then time a audio file of a voice saying what is typed out!
I was thinking of a sort of narration I guess.
Thanks again, can’t wait to get a hold of this!