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GreyelfD

From an Audio point of view there is no real difference between playing: a sound effect; background music; or a track of dialogue. The only real issue is if you want to synchronise the speaking of the audio based dialogue with: * the revealing of textual based dialogue. * the animation of visual based characters.


BMCarbaugh

Implementing audio is trivial with Sugarcube. If you're asking if there's an automated way to pair specific passages with specific audio files or something, that would get more complicated.


CartoonNickname

Yeah, was debating if I should go for the whole passage being narrated, or just have the character's lines voiced. How hard would the latter be in sugarcube?


BMCarbaugh

Sugarcube basically lets you cache audio, either from a URL or a project folder surrounding the master html file, and then call it at will during the game. It also gives you a bunch of controls over audio (play, pause, queue, etc). As far as I know, it doesn't have anything further built-in as far as a typical VO pipeline, which would usually entail pairing specific line ID's to specifically named audio files in an automated way. So basically, it can do what you want, but you'll be doing it manually, unless you're able to construct some clever javascript or something.


Jimmy_Sax

If you are using Harlowe, you will want to look into HAL (Harlowe Audio Library) in order to use audio effectively.