Search found 16 matches

by zen
Tue Dec 19, 2006 7:42 pm
Forum: Ren'Py Questions and Announcements
Topic: More on Voice support....
Replies: 3
Views: 1178

The clue is found in the voice.rpy file tucked away in the common directory: Normally, a voice is cancelled at the start of the next # interaction. If you want a voice to span interactions, call # voice_sustain. # # voice "e_1002.ogg" # e "Voice sustain is a technique that allows the ...
by zen
Mon Dec 18, 2006 6:36 pm
Forum: Ren'Py Questions and Announcements
Topic: Voice support
Replies: 4
Views: 1227

Ok, upgraded to version 5.6.5 I was testing on version 5.6.3, sorry for the typo. In version 4.x, you had to copy in the voice code from the file voice.rpy found in the common folder. It appears that the voice function is now already included in version 5.x , and duplicating this code was causing it...
by zen
Mon Dec 18, 2006 4:51 pm
Forum: Ren'Py Questions and Announcements
Topic: Voice support
Replies: 4
Views: 1227

Voice support

Back after a long absence, testing out version 5.3 on an old script that was unfinished. Voice seems not to work. As a test, I started a new game using the default template. To the option.rpy file I appended the contents of the voice.rpy file (version 5.3). To the script.rpy file i added the line: v...
by zen
Sat May 20, 2006 1:32 pm
Forum: Ren'Py Questions and Announcements
Topic: Ren'Py 5.5.0 Released
Replies: 9
Views: 3071

Been away a while, just got to testing 5.5.0 Using the command:

voice "welcome.wav" in the demo, plus the included 5.5 voice script yields:

TypeError: voice() got an unexpected keyword argument 'interact'

Worked fine in 5.4.2

Cheers
by zen
Mon Feb 20, 2006 7:02 pm
Forum: General Discussion
Topic: [Forum Game] the person below me...
Replies: 277
Views: 55168

2 greetings + 1022 = 1024
1,024 Kilobyte (KB) = 1 Megabyte (MB)

The person below has a day job not in the field of computers.
by zen
Fri Dec 30, 2005 9:16 pm
Forum: Creator Discussion
Topic: RenPy source code need :D
Replies: 14
Views: 5936

I think what he is asking is "how" do you use the DSE code, not where it is. I had the same question, wondering how did I include the DSE function inside an otherwise typical game. Do you call it from script.rpy? Cut and paste in into the script.rpy? Or perhaps just copy and paste some of ...
by zen
Mon Dec 26, 2005 12:01 pm
Forum: Ren'Py Questions and Announcements
Topic: Tiny bug found (I think)
Replies: 14
Views: 3616

That works. Thanks.
by zen
Mon Dec 26, 2005 10:12 am
Forum: Ren'Py Questions and Announcements
Topic: Tiny bug found (I think)
Replies: 14
Views: 3616

Sorry to bother you, still can't confirm fix. In 5.3.1, line 229 of the library.rpy file was changed from Init: to Init -401. Changing the voice.rpy Init -10 line to -450 still produces an error. Changing it to -401 works. I'm not sure what these arguments indicate, but it seem the change to -401 in...
by zen
Mon Dec 26, 2005 12:05 am
Forum: Ren'Py Questions and Announcements
Topic: Tiny bug found (I think)
Replies: 14
Views: 3616

Can't confirm fix. Library.rpy contains two init lines, one at begining that is init -500 and one near end that is init -401 Changing the first to -450 results in different error. Did you mean to edit the voice.rpy code that contains the Init -10 line to -401 or change the -401 in the library.rpy to...
by zen
Sun Dec 25, 2005 8:51 pm
Forum: Ren'Py Questions and Announcements
Topic: Tiny bug found (I think)
Replies: 14
Views: 3616

5.3.1 possible bug

If you would prefer a new bug thread per release, let me know, otherwise reusing this one. Bug in 5.3.1 - adding voice code (from extras) to demo game script causes the following error: I'm sorry, but an exception occured while executing your Ren'Py script. Exception: library.has_voice is not a know...
by zen
Mon Dec 05, 2005 9:34 pm
Forum: Ren'Py Questions and Announcements
Topic: Tiny bug found (I think)
Replies: 14
Views: 3616

Another wee bug?

Played with the Pixellate transition to see its possible use as a blur transition (no good, back to animation. A gauzian blur function would be a nice future transition for when characters wake up drunk ;-) ). Using the demo game, place this line in the first init: section $ myblur = Pixellate(15, 3...
by zen
Sun Dec 04, 2005 12:29 am
Forum: Ren'Py Questions and Announcements
Topic: lip sync options?
Replies: 6
Views: 2684

That worked perfectly. In case a future reader snips that code, just need to remove the final paren. to remove a syntax error. In order to lipsync properly, we need to create a graphic image of each of a few phonemes, and one for closed. Then we need to know when to change the image as a wav file pl...
by zen
Sat Dec 03, 2005 8:44 pm
Forum: Ren'Py Questions and Announcements
Topic: lip sync options?
Replies: 6
Views: 2684

lip sync options?

I am playing with lip syncing faces to .wav files. It works well enough using the anim.SMAnimation function and individually constructed faces, one for each phoneme. However, it would be much less work if the live composite function supported an animation built on the anim.SMAnimation function. Perh...
by zen
Thu Dec 01, 2005 9:34 pm
Forum: Ren'Py Questions and Announcements
Topic: Tiny bug found (I think)
Replies: 14
Views: 3616

Ah, both those work. I had the syntax wrong, using both the double quotes and no commas. Thanks.
by zen
Thu Dec 01, 2005 8:56 pm
Forum: Ren'Py Questions and Announcements
Topic: ALICE 1.0 Released
Replies: 59
Views: 19647

Loaded perfectly, works like a charm. Well done.