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* FonixData.cdf for lip syncing. This specifically should be in the Data/Sound/Voice/Processing/ folder in your Skyrim directory. This file is reportedly created when the Creation Kit is installed; if not, then see here: https://www.nexusmods.com/skyrimspecialedition/mods/40971
 
* FonixData.cdf for lip syncing. This specifically should be in the Data/Sound/Voice/Processing/ folder in your Skyrim directory. This file is reportedly created when the Creation Kit is installed; if not, then see here: https://www.nexusmods.com/skyrimspecialedition/mods/40971
 
* If you are using Skyrim Special Edition then you will need to download and install Nukem's CK fixes: https://www.nexusmods.com/skyrimspecialedition/mods/20061. (If you are using the SSE CK, you should be using this anyways—trust me.)
 
* If you are using Skyrim Special Edition then you will need to download and install Nukem's CK fixes: https://www.nexusmods.com/skyrimspecialedition/mods/20061. (If you are using the SSE CK, you should be using this anyways—trust me.)
** Be sure to download and install "FaceFXWrapper" as well (this is a separate item on the "Files" tab of the above link). Extract the "Tools" folder to your base Skyrim directory, '''NOT''' to your Data folder.
 
  
 
==Audio File Naming Convention==
 
==Audio File Naming Convention==
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For example "MaleElfHaughty" or "FemaleElderly".
 
For example "MaleElfHaughty" or "FemaleElderly".
  
The "Allow Default Dialogue" checkbox governs whether NPCs with this voice type will use generic dialogue; generally this means dialogue that is not conditioned to any specific NPC or group of NPCs. Full detail on what this means can be found on the Creation Kit Wiki: https://www.creationkit.com/index.php?title=VoiceType
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The “Allow Default Dialogue” checkbox governs whether NPCs with this voice type will use generic dialogue; generally this means dialogue that is not conditioned to any specific NPC or group of NPCs. Full detail on what this means can be found on the Creation Kit Wiki: https://www.creationkit.com/index.php?title=VoiceType
  
Once you have created your voice type, the next step is to apply it to your NPC. To do that, first find your NPC in the Object Window and go to edit them. On the "Traits" type, look for the "Voice Type" dropdown menu. Find your voice type and select it.
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Once you have created your voice type, the next step is to apply it to your NPC. To do that, first find your NPC in the Object Window and go to edit them. On the “Traits” type, look for the “Voice Type” dropdown menu. Find your voice type and select it.
  
 
[[File:QI-VoiceLines-Fig4-NPC.png]]
 
[[File:QI-VoiceLines-Fig4-NPC.png]]
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"Talking Activators" are special activators that you can... talk to. Think of things like the Augur of Dunlain, the Dark Brotherhood's Black Doors, or Daedric Princes communicating through their statues.
 
"Talking Activators" are special activators that you can... talk to. Think of things like the Augur of Dunlain, the Dark Brotherhood's Black Doors, or Daedric Princes communicating through their statues.
  
These talking activators use voice types as well. Like for NPCs, there is a dropdown menu to select your voice type.   
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These talking activators use voice types a well. Like for NPCs, there is a dropdown menu to select your voice type.   
  
[[File:QI-VoiceLines-Fig5-TalkingActivator.PNG]]
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[[File:QI-VoiceLines-Fig5-TalkingActivator.png]]
  
 
====Special Case: Creature Dialogue====
 
====Special Case: Creature Dialogue====
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[[File:QI-VoiceLines-Fig6-VoiceFolder1.PNG]]
 
[[File:QI-VoiceLines-Fig6-VoiceFolder1.PNG]]
  
The first folder you make or use depends on what plugin the lines of dialogue belong to. For instance, if the topicinfos are existing lines in Skywind.esm, you would go into the Skywind.esm folder. If they topicinfos are new lines from your plugin, then create a new folder whose name is your plugin's name exactly. For instance, if my plugin's filename was "KM's Test Plugin.esp", then I would create a new folder named "KM's Test Plugin.esp".
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In this folder, create a new folder whose name is your plugin's name exactly. For instance, if my plugin's filename was "KM's Test Plugin.esp", then I would create a new folder named "KM's Test Plugin.esp".
  
 
[[File:QI-VoiceLines-Fig7-VoiceFolder2.PNG]]
 
[[File:QI-VoiceLines-Fig7-VoiceFolder2.PNG]]
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There are a few advantages to a label track vs. creating the individual files manually:
 
There are a few advantages to a label track vs. creating the individual files manually:
 
* Generally, it's just faster.
 
* Generally, it's just faster.
* The label track can be saved and reloaded so that its labels can easily be adjusted later.
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* The label track can be saved and reloaded so that it labels can easily be adjusted later.
* It allows multiple people to work on the implementation at once. For instance:
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* It allows multiple people to work on the implementation at once. For instance the implementer could create the label track on the original audio while a sound engineer is simultaneously mastering the audio. Then, the implementer could load their label track onto the mastered audio to cut into individual files.
** For instance the implementer could create the label track on the original audio while a sound engineer is simultaneously mastering the audio. Then, the implementer could load their label track onto the mastered audio to cut into individual files.
 
** After one implementer creates the label track, a second could check their work much more easily than if they were checking loose files.
 
** If an implementer needs to give up their claim for some reason, they can pass on the in-progress label track to let someone else pick up where they left off.
 
 
 
If you are instead handed a set of files that are already cut, then you will need to rename each individual file to match the filename prescribed by the Creation Kit. You can then skip to the next section, however it may still be useful to read the below instructions for tips on reviewing dialogue.
 
  
 
===Creating the Label Track===
 
===Creating the Label Track===
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       <li> Listen to the segment, and look for the following:
 
       <li> Listen to the segment, and look for the following:
 
         <ol style="list-style-type:lower-roman">  
 
         <ol style="list-style-type:lower-roman">  
           <li> Does the VA read the line correctly? (The NPC will be lip synced to the line exactly as it's written, so make sure they got it right!)</li>
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           <li> Does the VA read the line correctly? )The NPC will be lip synced to the line exactly as it's written, so make sure they got it right!)</li>
 
           <li> Is everything pronounced right?</li>
 
           <li> Is everything pronounced right?</li>
 
           <li> Is the acting good?</li>
 
           <li> Is the acting good?</li>
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* For Skywind, we've found that for standard dialogue, a buffer between 0.25 and 0.5 seconds is the "sweet spot" for what sounds natural in dialogue, and is good for lip syncing.
 
* For Skywind, we've found that for standard dialogue, a buffer between 0.25 and 0.5 seconds is the "sweet spot" for what sounds natural in dialogue, and is good for lip syncing.
** If you are curious, I have two examples of testing how silence buffers affect lip syncing:  
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** If you are curious, I have two examples of testing how silence buffers affect lip syncing: https://www.youtube.com/watch?v=fq8vX6NJfNA https://www.youtube.com/watch?v=5baw4lkXExs
*** https://www.youtube.com/watch?v=fq8vX6NJfNA
 
*** https://www.youtube.com/watch?v=5baw4lkXExs
 
 
** More than 0.5 sec will sound awkward, so try not to go over!
 
** More than 0.5 sec will sound awkward, so try not to go over!
 
** Combat lines (such as an NPC reacting to getting hit) should have very little silence (but not none!) so that there is no delay in their reaction.
 
** Combat lines (such as an NPC reacting to getting hit) should have very little silence (but not none!) so that there is no delay in their reaction.
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[[File:QI-VoiceLines-Fig15-Stereo.png]]
 
[[File:QI-VoiceLines-Fig15-Stereo.png]]
   <li> To convert to 44100 Hz, use Ctrl+A to select your entire track, and then go to Tracks → Resample and select 44100 Hz. Then, set the project rate (bottom left corner of the main window) to  44100 Hz as well.</li>
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   <li> To convert to 44100 Hz, use Ctrl+A to select your entire track, and then go to Tracks → Resample and select 44100 Hz.</li>
  
 
[[File:QI-VoiceLines-Fig16-Resample.png]]
 
[[File:QI-VoiceLines-Fig16-Resample.png]]
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==Practice Files==
 
==Practice Files==
This tutorial has practice audio for you to try out filecutting & implementation. The contents are an audio submission (courtesy of Complete The Circuit), a script w/ filenames for cutting the audio, and a plugin (with associated archive) that contains the sample dialogue and has a NPC to test with.
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You can download some files to practice with here.
 
 
* [https://drive.google.com/file/d/1c_VOB5Lh7UDZQHGvTikNCCvzsgc7tC1h/view?usp=sharing Script]
 
* [https://drive.google.com/file/d/1XjuE3vTggOU2V1pxkLU0pGLSd1AKQctV/view?usp=sharing Audio Submission]
 
* [https://drive.google.com/file/d/1zYe4T3YD9YZZlqqooWUq-GQvFVJbHmNi/view?usp=sharing Plugin]
 
* [https://drive.google.com/file/d/1R7gNTvGUle6PtUp7q7AhzoeljMsdfEQe/view?usp=sharing BSA]
 
 
 
'''Note:''' The plugin uses the prefix "AUVID" (Arcane University Voice Implementation Demo) on all of its forms. Look for the NPC AUVIDTestGuy in the cell AUVIDTestCell, and for dialogue in the AUVIDDialogueQuest.
 
 
 
[[Category:Arcane University-Implementation]]
 

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