Hi. I have some voice lines that I want to trigger.
I can go about it 2 ways as I see it:
The “A” way.
I have 4 words in the game. I want to be able to control in what order those 4 words are played, to create many combinations of sentences from the 4 words. A (weird) example could be this:
I have the following words. “Hello”, “Goodbye”, “Start”, “Stop”.
I want to be able to dynamically create, from a parameter any combination of those words. For instance “Hello Start Stop Goodbye” or “Stop Start Goodbye Hello” or any other combination.
I also want to have 3 versions of each word, so the sentence wont sound the exact same, even though I have the exact same sentence triggered 10 times in a row.
So far so good.
I have set up an event where I, on the time line, have the 4 different words, each with their own playlist of 3 variations of each word. I then set up destination markers and transition markers, driven by a parameter called “Speak”. The “speak” parameter is set as “User:Labeled” and each value is tied to a word.
So if I press play and go scroll through each of the values on the parameter, I get sentences.
The idea is then that the programmer will write a command that contains a string of the right words, with a small delay between each parameter change. That should then form a sentence.
The problem is though, that I can end up in a situation where 2 parameter changes have happened before the word is finished and then there would be a word skipped in the sentence.
Is there a smarter way to do this?
Or to stack/que parameter changes, so I make sure that they all are recieved and trigger the correct word?
Another way (the “B” way), would be to go with a Programmer instrument. The problem there is that I don’t get the randomization. I would have to make one single audio file for each sentence, and don’t get the granularity/randomization that I would like.
Any ideas or suggestions?
Thanks