Making the godawful dialogue beeps work.

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Rabbringer
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Making the godawful dialogue beeps work.

#1 Post by Rabbringer » Thu Jan 16, 2014 8:37 pm

As you can see, I'm pretty new to the use of Ren'py (although my account creation date may seem otherwise, it's about time that I make actual use of this oTL). Since I have no voice actors for the visual novel that I'm working on, I have no choice but to use the bleeps that you see in Phoenix Wright.
I've followed what the FAQ page said and while it seems like I inserted the code correctly (as in giving me no errors), but for some reason I can't even hear the sound play at all. I'm sure that I set the text speed to be slower, so I have no idea what's the problem. I've made sure that I had the correct file linked as well:

Code: Select all

init python:
    def f(event, **kwargs):
        if event == "show":
            renpy.music.play("sound/Fencerkun.ogg", channel="sound", loop="True")
        elif event == "slow_done" or event == "end":
            renpy.music.stop(channel="sound")
...And I've placed this in the area where I defined my characters:

Code: Select all

$ f = Character("Fencer-kun", callback="f")   
Forgive me if I'm being dumb, but I'm really not sure why the sound's not playing. The music and sound effects play fine (in fact the sound effects are in the same folder as "Fencerkun.ogg" and I made sure that the file itself was playing properly too), so I'm not sure why I can't do the typewriter/dialogue bleeping effect...

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Alex
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Re: Making the godawful dialogue beeps work.

#2 Post by Alex » Fri Jan 17, 2014 5:34 pm

Try to rename either your callback function or your character (if this won't help, check if your sound file can be played at all and/or sounds loud enough to be heared).

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SundownKid
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Re: Making the godawful dialogue beeps work.

#3 Post by SundownKid » Fri Jan 17, 2014 6:30 pm

What he said, maybe the "f" character name is interfering with the callback "f" - you should rename your callback.

You don't really HAVE to use the bleeps if you have no voice actors. Sometimes no sound at all for the text is less distracting, depending on the sound you choose.

Also IMO the recipe for putting beeps in is a bit incomplete. Phoenix Wright uses different pitches of beeps depending on the voice. I might make an additional cookbook entry as an addendum.

Crazy Li
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Re: Making the godawful dialogue beeps work.

#4 Post by Crazy Li » Sat Jan 18, 2014 4:42 am

SundownKid wrote:You don't really HAVE to use the bleeps if you have no voice actors. Sometimes no sound at all for the text is less distracting, depending on the sound you choose.
I agree with this. I use neither voices nor beeps. I never liked the beeping in Ace Attorney games, but I kinda let them slide... but depending on what kinda VN you're making, the beeps could REALLY take away from it. If it's a silly game like AA, it might work out... but something that's not goofy might suffer from it.

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Re: Making the godawful dialogue beeps work.

#5 Post by Rabbringer » Sun Jan 19, 2014 11:38 am

Apologies for the late replies.
Crazy Li wrote:I agree with this. I use neither voices nor beeps. I never liked the beeping in Ace Attorney games, but I kinda let them slide... but depending on what kinda VN you're making, the beeps could REALLY take away from it. If it's a silly game like AA, it might work out... but something that's not goofy might suffer from it.
Yeah, I understand that but I'm just adding in the bleeps since the VN I'm making is supposed to be a parody (and I was wondering if I was able to do the bleeping in the first place, if I were to make a serious game with bleeps then I wouldn't have put the "godawful" in the title of the post). To be honest I've never been bothered with the bleeping. Perhaps there's a way that you can set the bleeping on and off in the options just to give players convenience?
Alex wrote:Try to rename either your callback function or your character (if this won't help, check if your sound file can be played at all and/or sounds loud enough to be heared).
I've re-named the callback but I still can't hear the sound. Like I've said, I already checked the file to see if it was loud enough for the VN (having it play by itself) and I could hear it. I wonder what's wrong this time?

EDIT:
For these interested in what my entire script.rpy file looks like, it's this:

Code: Select all

init python:
    def fencer(event, **kwargs):
        if event == "show":
            renpy.music.play("sound/Fencerkun.wav", channel="sound", loop="True")
        elif event == "slow_done" or event == "end":
            renpy.music.stop(channel="sound")

# Declare images below this line, using the image statement.
# eg. image eileen happy = "eileen_happy.png"
image bg classroom = "image/bg_classroom.png"

# Declare characters used by this game.
define f = Character ('Fencer-kun', color="#CC1D1D")
$ f = Character("Fencer-kun", callback="fencer")      


# The game starts here.
label start:
    
    show bg classroom
    play music "music/(Cafe) Gael Brulin - Morning Beat 2013.mp3"

    f "Oh, look what we have here!"
    f "An eager player, I hope."
    f "Unfortunately, there isn't much to the game right now since it's just bare bones..."
    f "Look at me! I'm even invisible!"
    play sound "sound/Fencerkun.wav"
    f "I call this injustice!!"
    
    return
I could hear the sound at play sound "sound/Fencerkun.wav".

Crazy Li
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Re: Making the godawful dialogue beeps work.

#6 Post by Crazy Li » Sun Jan 19, 2014 2:33 pm

This shouldn't matter... but try

Code: Select all

init python:
    def fencer(event, **kwargs):
        if event == "show":
            renpy.sound.play("sound/Fencerkun.wav", loop="True")
        elif event == "slow_done" or event == "end":
            renpy.sound.stop

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