Choice Menu Voice Over
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This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
- wyverngem
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Choice Menu Voice Over
I feel as if I'm missing this somwhere, but is there a way to add a voice overs to the menu choices in Renpy? Would the self-voicing talk over it? I decided that my narrator is going to have a voice, but can't seem to wrap my head around adding the files to the menu choices.
- Imperf3kt
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Re: Choice Menu Voice Over
self voicing does read menus and choices, but I think you can just play a sound file before the menu and add a hover_sound to your options. How, I'm not sure.
Warning: May contain trace amounts of gratuitous plot.
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- wyverngem
- Miko-Class Veteran
- Posts: 615
- Joined: Mon Oct 03, 2011 7:27 pm
- Completed: Simple as Snow, Lady Luck's Due,
- Projects: Aether Skies, Of the Waterfall
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- Location: USA
- Contact:
Re: Choice Menu Voice Over
So I figured out a way to do this. What I had to do was add a enumerate n to keep track of how many choices I had starting at one. I then created a menu_voice_slot string that contained the appropriate menu choice ID that I used as a variable within the screen action Play().
The game will still error out if the file doesn't exist. Is there a way to check for the file so I can add a conditional instead of getting the error? Also haven't checked to see if there's overlap in the self-voicing as it's on my brother's PC.
Here's what we're working with. I'm open for better ways to do this.
The game will still error out if the file doesn't exist. Is there a way to check for the file so I can add a conditional instead of getting the error? Also haven't checked to see if there's overlap in the self-voicing as it's on my brother's PC.
Here's what we're working with. I'm open for better ways to do this.
Code: Select all
define e = Character("Eileen")
default choice_id = 1
label start:
scene background
e "You've created a new Ren'Py game."
$ choice_id = 1
menu:
"Choice 1":
"Game continues."
"Choice 2":
"Game continues."
"Choice 3":
"Game continues."
e "Once you add a story, pictures, and music, you can release it to the world!"
return
## Modified Choice screen ###############################################################
##
## This screen is used to display the in-game choices presented by the menu
## statement.
##Wyverngem's Modification Notes
## Enumertae the items we have starting at one to change the value on n. Then
## create a menu_voice_slot string that contains the appropriate menu choice ID.
## Use that menu_voice_slot as the variable in the Play() hovered action within
## the textbutton.
##
## The game will error out if the file does not exist. Don't know how to check for
## the missing file to prevent this.
##
## Not tested for Self-voicing compatibility
screen choice(items):
style_prefix "choice"
vbox:
for n, i in enumerate(items, 1):
$ menu_voice_slot = "audio/choice" + str(choice_id) + "_" + str(n) + ".ogg"
#$ menu_voice_slot = menu_voice[n]
textbutton i.caption:
action i.action
hovered Play('voice', menu_voice_slot)
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