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Audio Speech Now Plausible?
Archive: 13 posts
... well, maybe kind of, in a very limited, "cheaty", backdoor kind of way? Here's what I'm talking about. I was playing around with the new interactive musics, and noticed that on Trained Well, it's possible to completely isolate the voice saying "Alright". So, now, it would seem, using good timing, switching to an interactive track for 2 seconds, and then switching out of it, with the proper starting point, we can have a character say "Alright", out loud, in an actual voice. I'm curious - are there any other words we can isolate in order to make speech? If there are enough words that we can isolate, I do think it would be amusing if someone made a level where one character actually "talked" - even if with a limited vocabulary. | 2009-10-09 13:59:00 Author: Jagrevi Posts: 1154 |
That could be interesting, but there would have to be some experiments done with lag. I think a timer-based system like this would be susceptible to lag from multiple players. | 2009-10-09 14:04:00 Author: Gilgamesh Posts: 2536 |
I like the thinking going into that but I'm not sure if it could work in a predictable way... aside from player lag, there's also the way the game mixes tracks. You might never hear the "alright" or any other word at all, and if you do it might be really muffled. | 2009-10-09 14:19:00 Author: Foofles Posts: 2278 |
That is an interesting concept but it would be difficult to do. | 2009-10-09 14:24:00 Author: robotiod Posts: 2662 |
I like the thinking going into that but I'm not sure if it could work in a predictable way... aside from player lag, there's also the way the game mixes tracks. You might never hear the "alright" or any other word at all, and if you do it might be really muffled. I've always heard the game fade into a music object in exactly the same way each time it is triggered. Maybe I'm not paying close enough attention? I don't know about lag, but the problem I see is that to actually hear the word you will need to fade in then fade out to another song. That's a noticable delay. And if you need two words from the same song, you will need to go through a different song on the way through, to reset the position in the track. | 2009-10-09 14:29:00 Author: rtm223 Posts: 6497 |
I don't know about lag, but the problem I see is that to actually hear the word you will need to fade in then fade out to another song. That's a noticable delay. And if you need two words from the same song, you will need to go through a different song on the way through, to reset the position in the track. Well as far as the "noticeable delay", there's a sizeable silent stretch on that one part of the track after he says "alright", and you could always switch it to the same song, but with all the sliders down, so the game doesn't need to load up a new song. I would think it would happen almost instantly. That could be interesting, but there would have to be some experiments done with lag. I think a timer-based system like this would be susceptible to lag from multiple players. Well, so does alot of custom music put into levels - you could just make it a "1 player only please" level (although don't explain why). | 2009-10-09 15:31:00 Author: Jagrevi Posts: 1154 |
I think it still fades out, plus you won't be able to get more than one word using that method. And you do need to go through a different song to set the track to a new point, otherwise the music continues to play from the same point, just in mute. This is wrong. Ignore my ramblings please. | 2009-10-09 15:37:00 Author: rtm223 Posts: 6497 |
What? I didn't even think they had singers in that song... But this could be very awesome if it does end up working. If I heard voices in an lbp level I'd sure freak out lol | 2009-10-10 02:20:00 Author: Incinerator22 Posts: 3251 |
Ok, I think I might have a way to make this work - I haven't actually tried it, and the numbers are completely made up, but I think it should function if I understand how the game handles music well enough. So off the top of my head, here is how I think it could still work, despite some of the problems that have been pointed out. (A) -> B -> C -> B -> A A= Different Interactive Track, All Sliders Down B= Well Trained, All Sliders Down, Starting Point 1 Second Before "Alright" C= Well Trained, Slider with Singer Up, All Other Sliders Down Start with A. A is the default, and doesn't actually need to be at the beginning of the offscreen logic. It could be if some tweaks, but it could just as easily be from the start of the level. The logic triggers B, C, B, A, in that order, with 1 second between each triggering. So we hit B, the music track switches over to Well Trained completely silently. The music is now loaded up, or, rather, it loads up / fades in over this "prep" time, which is why we start early - but it's all still running silently so it should be smooth. Assuming the timing is right, just before we hit the word, the logic hits C and turns up the slider. We then hear "Alright!". After the word is said, there is a small silence. During this silence, rather than beginning to load another track, we switch back to B, which should turn all of the "music" down. Then, we switch it to A, to "reset" the whole system. The lag time it takes to switch tracks won't matter anymore, because we're running completely silent already. So, as long as we can trigger it (assuming it hits B instantaneously) a second before we actually want the word to be said, we can have the word "Alright" said "out of the blue", whenever we want. Again, the numbers are all made up, and in practice would probably need to be tweaked, but ... shouldn't this make a machine that just yells out "Alright!"? If I'm wrong, please correct me. If potentially not, I would be interested if anyone could get the timing down and make an '"Alright!" Box'. | 2009-10-10 02:38:00 Author: Jagrevi Posts: 1154 |
I am more than confident that this can be manipulated to an extent. Before u drive yourself crazy with getting multiplayer timing down I would suggest starting small with a vehicle as if you were making a music level just so u can get a feel for the timing and what not. Then work up towards using the double trigger area trick to make a rectangular sensor area. I think the only problem you might really struggle with is the fact that the current song going into the alright section might sound kinda funny but all u would need to do is time the initial music trigger just right. I think its very possible in fact I think u have just inspired me lol. If I discover anything useful I will let u know. Oh I missed what u wrote about the silent part before the alright trigger but I would have to work it out so u could hhave other music otherwisee the only thing u would ever hear is alright lol but good luck with it and again ill let u know if I discover anything helpful | 2009-10-11 04:39:00 Author: tru3_skitz0 Posts: 114 |
Oh I missed what u wrote about the silent part before the alright trigger but I would have to work it out so u could hhave other music otherwisee the only thing u would ever hear is alright lol but good luck with it and again ill let u know if I discover anything helpful Just use custom music. You could grab a simple thermo-friendly piece from A_Morton's music shop if you don't want to compose one. | 2009-10-11 13:43:00 Author: Jagrevi Posts: 1154 |
I think it still fades out, plus you won't be able to get more than one word using that method. And you do need to go through a different song to set the track to a new point, otherwise the music continues to play from the same point, just in mute. This is wrong. If you turn it all completely off, then it does reset the timer. I'll go back and edit that post. | 2009-10-11 14:03:00 Author: rtm223 Posts: 6497 |
Or we could all hope for a miracle and hope MM implements Speakonia. | 2009-10-11 15:29:00 Author: Arkei Posts: 1432 |
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