Change How Self-Voicing Pronounces Words?

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Change How Self-Voicing Pronounces Words?

#1 Post by cucumbird » Fri Mar 23, 2018 9:18 pm

Is it possible to change how self-voicing pronounces a word? There are names in my script that self-voicing can't handle, but I think if I could just change what self-voicing is trying to read, it would fix it.

For example:
Is there some way to set self-voicing to consistently read "hermione" as "hermy one" every time the name comes up?

I think this might be possible through the "alternative text" function, but honestly I'm a bit confused as to how it works.

Thanks!

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Re: Change How Self-Voicing Pronounces Words?

#2 Post by Remix » Sat Mar 24, 2018 6:43 am

It is not an easy one to do afaik as there does not seem to be a function or map that does it all automatically based on words in the dialogue.

If anyone does want to explore further, you eventually want to change the what_alt of the line, e.g:

"Hermione" (what_alt="A different spoken line")
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Re: Change How Self-Voicing Pronounces Words?

#3 Post by Ocelot » Sat Mar 24, 2018 10:07 am

Self-voicing is not a replacement for voiced dialogue. It is merely a tool for visually impaired to be able to access your game at all. In fact RenPy does not voice anything. It is merely accesses speech synthesis API of OS it is running on, so any changes you want to make should be done on end-user OS. Which is not feasible.
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Re: Change How Self-Voicing Pronounces Words?

#4 Post by Remix » Sun Mar 25, 2018 5:19 pm

A rather *hacky* kludge:

Code: Select all

init -1 python:
    voice_map = {
        'hermione' : 'Emma Watson',
        'harry' : 'Daniel Rad cliff',
    }

    def voice_substitute(*args, **kwargs):
        what_alt = str(args[1]).lower()
        for k in voice_map:
            what_alt = what_alt.replace(
                "{0} ".format(k),
                "{0} ".format(voice_map[k])).replace(
                " {0}".format(k),
                " {0}".format(voice_map[k]))
        if what_alt != str(args[1]).lower():
            # substituted
            kwargs.get('what_args', {}).update({'alt':what_alt})
        return renpy.show_display_say(*args, **kwargs)

# this character has her dialogue (the 'what' part) altered on the fly
define h = Character("Hermione", show_function=voice_substitute)

label start:
    # shows these words 
    # and yet autovoice says "Daniel Radcliffe fancies Emma Watson"
    h "Harry fancies Hermione"
    return
Note: The mapping function simply does string replace if it finds the key with a space before or after... tweak/improve as wanted
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Re: Change How Self-Voicing Pronounces Words?

#5 Post by cucumbird » Sun Mar 25, 2018 9:26 pm

Remix, thanks for your work! :)

The code you provided does change how self-voicing pronounces words, but for whatever reason, once it's activated, lines that don't contain any terms that need to be changed are no longer voiced.

So, for example:

Code: Select all

label start:
#self-voicing works normally
    h "Test line."
#self-voicing reads: "Daniel Radcliffe fancies Emma Watson"
    h "Harry fancies Hermione."
#self-voicing says nothing
    h "Nobody fancies anyone."
#self-voicing says "I am Daniel Radcliffe"
    h "I am Harry."
    return
Furthermore, if I then restart the game, Hermione's first line ("Test line") is voiced as "I am Daniel Radcliffe."

My game is pretty short (and I have very little coding experience), so I might just do the what_alts by hand, but if you come up with a solution for the above issue I'd love to see it.

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Re: Change How Self-Voicing Pronounces Words?

#6 Post by Imperf3kt » Sun Mar 25, 2018 10:18 pm

I seem to recall I just did something like this once: (Cannot test if it works as I remember from here.)

Code: Select all


define dumbledore = "Dumbledore" alt "dumb bell door"


label start:
    harry "Professor [dumbledore]."
It works fine with screens, but I haven't tried it with say statements yet... That I recall. I think I actually did.
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Re: Change How Self-Voicing Pronounces Words?

#7 Post by cucumbird » Mon Mar 26, 2018 2:52 am

Imperf3kt wrote:
Sun Mar 25, 2018 10:18 pm
I seem to recall I just did something like this once: (Cannot test if it works as I remember from here.)

Code: Select all


define dumbledore = "Dumbledore" alt "dumb bell door"


label start:
    harry "Professor [dumbledore]."
It works fine with screens, but I haven't tried it with say statements yet... That I recall. I think I actually did.
Unfortunately this is not valid syntax. I tried:

Code: Select all


define dumbledore = "Dumbledore" (what_alt="dumb bell door")


label start:
    harry "Professor [dumbledore]."
However, the above returns the error:

Code: Select all

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/script.rpy", line 1, in script
    define dumbledore = "Dumbledore" (what_alt="dumb bell door")
  File "game/script.rpy", line 1, in <module>
    define dumbledore = "Dumbledore" (what_alt="dumb bell door")
TypeError: 'unicode' object is not callable

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/script.rpy", line 1, in script
    define dumbledore = "Dumbledore" (what_alt="dumb bell door")
  File "C:\Users\Armin\Desktop\OneDrive - The University of Western Ontario\renpy-6.99.13-sdk\renpy\ast.py", line 1912, in execute
    value = renpy.python.py_eval_bytecode(self.code.bytecode)
  File "C:\Users\Armin\Desktop\OneDrive - The University of Western Ontario\renpy-6.99.13-sdk\renpy\python.py", line 1828, in py_eval_bytecode
    return eval(bytecode, globals, locals)
  File "game/script.rpy", line 1, in <module>
    define dumbledore = "Dumbledore" (what_alt="dumb bell door")
TypeError: 'unicode' object is not callable

Windows-8-6.2.9200
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Re: Change How Self-Voicing Pronounces Words?

#8 Post by Imperf3kt » Mon Mar 26, 2018 4:07 am

Hmm, I don't know where I 'remembered' that from, but checking the project I was sure I used it in, I don't see it anywhere. Am I losing my mind :shock:
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Re: Change How Self-Voicing Pronounces Words?

#9 Post by Remix » Mon Mar 26, 2018 5:00 am

You might have used:

define dumbledore = Text( "Dumbledore", alt="dum ball door" )

or something similar.

Give me a while to test a few bits and I will try to find what works...
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Re: Change How Self-Voicing Pronounces Words?

#10 Post by Remix » Mon Mar 26, 2018 6:19 am

Not getting anywhere with this, so just a quick fix for my remap function:

Code: Select all

    def voice_substitute(*args, **kwargs):
        what_alt = str(args[1]).lower()
        for k in voice_map:
            what_alt = what_alt.replace(
                "{0} ".format(k),
                "{0} ".format(voice_map[k])).replace(
                " {0}".format(k),
                " {0}".format(voice_map[k]))
        kwargs.get('what_args', {}).update({'alt':what_alt})
        return renpy.show_display_say(*args, **kwargs)
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Re: Change How Self-Voicing Pronounces Words?

#11 Post by cucumbird » Mon Mar 26, 2018 8:25 am

Imperf3kt, I've "remembered" similar things in the past, no worries :P Maybe you wanted to use it but it turned out not to work?

Remix, thanks again, it works perfectly!

Is there a way to make it replace all text, or do I have to individually use the function with each character? Also, is it only possible to use this function with dialogue, or would it be possible to use with screens, etc.?

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Re: Change How Self-Voicing Pronounces Words?

#12 Post by Rekoija » Sun Jun 07, 2020 9:33 am

the biggest problem here is, that it doesn't care about the name of the person speaking.
so if Hermione is speaking, it will read the name as Hermione, and then change it to Emma Watson when she says it.

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Re: Change How Self-Voicing Pronounces Words?

#13 Post by PyTom » Sun Jun 07, 2020 10:39 pm

Although I don't know when 7.4 will be released, I've added the {noalt} text tag to take care of this. In conjuction with the also unreleased {alt} tag, this would let you do:

Code: Select all

"{noalt}Dumbledore{/noalt}{alt}Dumb bell dore{/alt}"
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