Volume options, dialogue complexity options, and speech bubble fixes?
This commit is contained in:
parent
b598934a17
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@ -15,6 +15,8 @@ namespace SimpleSoundManager.Framework
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/// Handles playing a sound.
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/// </summary>
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void play();
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void play(float volume);
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/// <summary>
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/// Handles pausing a song.
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/// </summary>
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@ -15,6 +15,7 @@ namespace SimpleSoundManager.Framework
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public Dictionary<string,Sound> sounds;
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public Dictionary<string, XACTMusicPair> musicBanks;
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public float volume;
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public List<Sound> currentlyPlayingSounds = new List<Sound>();
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/// <summary>
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@ -25,6 +26,7 @@ namespace SimpleSoundManager.Framework
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this.sounds = new Dictionary<string, Sound>();
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this.musicBanks = new Dictionary<string, XACTMusicPair>();
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currentlyPlayingSounds = new List<Sound>();
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this.volume = 1.0f;
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}
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/// <summary>
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@ -167,7 +169,28 @@ namespace SimpleSoundManager.Framework
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{
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SimpleSoundManagerMod.ModMonitor.Log("Time to play sound: " + soundName);
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var s=getSoundClone(soundName);
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s.play();
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s.play(this.volume);
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this.currentlyPlayingSounds.Add(s);
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break;
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}
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}
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}
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/// <summary>
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/// Play the sound with the given name and volume.
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/// </summary>
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/// <param name="soundName"></param>
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/// <param name="volume"></param>
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public void playSound(string soundName,float volume=1.0f)
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{
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SimpleSoundManagerMod.ModMonitor.Log("Trying to play sound: " + soundName);
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foreach (var sound in this.sounds)
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{
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if (sound.Key == soundName)
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{
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SimpleSoundManagerMod.ModMonitor.Log("Time to play sound: " + soundName);
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var s = getSoundClone(soundName);
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s.play(volume);
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this.currentlyPlayingSounds.Add(s);
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break;
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}
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@ -167,7 +167,19 @@ namespace SimpleSoundManager
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{
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if (this.isPlaying() == true) return;
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LoadWavFromFileToStream();
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SimpleSoundManagerMod.ModMonitor.Log("OK NOW WE ACTUALLY PLAY THE SONG");
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dynamicSound.Play();
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}
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/// <summary>
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/// Used to play a song.
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/// </summary>
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/// <param name="name"></param>
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/// <param name="volume">How lound the sound is when playing. 0~1.0f</param>
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public void play(float volume)
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{
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if (this.isPlaying() == true) return;
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LoadWavFromFileToStream();
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dynamicSound.Volume = volume;
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dynamicSound.Play();
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}
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@ -97,6 +97,14 @@ namespace SimpleSoundManager.Framework
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this.play(this.soundName);
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}
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/// <summary>
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/// Plays this song.
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/// </summary>
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public void play(float volume)
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{
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this.play(this.soundName);
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}
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/// <summary>
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/// Pauses this song.
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/// </summary>
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@ -36,7 +36,7 @@ namespace Vocalization.Framework
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/// <summary>
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/// A dictionary of dialogue strings that correspond to audio files.
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/// </summary>
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public Dictionary<string, string> dialogueCues;
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public Dictionary<string, VoiceAudioOptions> dialogueCues;
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/// <summary>
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@ -46,7 +46,7 @@ namespace Vocalization.Framework
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public CharacterVoiceCue(string name)
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{
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this.name = name;
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this.dialogueCues = new Dictionary<string, string>();
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this.dialogueCues = new Dictionary<string, VoiceAudioOptions>();
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this.stringsFileNames = new List<string>();
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this.dialogueFileNames = new List<string>();
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this.dataFileNames = new List<string>();
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@ -58,12 +58,12 @@ namespace Vocalization.Framework
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/// <param name="dialogueString">The current dialogue string to play audio for.</param>
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public void speak(string dialogueString)
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{
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string voiceFileName = "";
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VoiceAudioOptions voiceFileName =new VoiceAudioOptions();
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bool exists = dialogueCues.TryGetValue(dialogueString, out voiceFileName);
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if (exists)
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{
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Vocalization.soundManager.stopAllSounds();
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Vocalization.soundManager.playSound(voiceFileName);
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Vocalization.soundManager.playSound(voiceFileName.getAudioClip());
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}
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else
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{
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@ -72,7 +72,7 @@ namespace Vocalization.Framework
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}
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}
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public void addDialogue(string key, string value)
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public void addDialogue(string key, VoiceAudioOptions value)
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{
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if (dialogueCues.ContainsKey(key))
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{
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@ -98,7 +98,7 @@ namespace Vocalization.Framework
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else if (name == "Shops")
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{
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stringsFileNames.Add("StringsFromCSFiles.xnb");
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this.addDialogue("Welcome to Pierre's! Need some supplies?", "");
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this.addDialogue("Welcome to Pierre's! Need some supplies?", new VoiceAudioOptions());
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}
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else if (name == "ExtraDialogue")
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{
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@ -174,7 +174,7 @@ namespace Vocalization.Framework
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List<string> clean = Vocalization.sanitizeDialogueFromDictionaries(sentence,this);
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foreach(var cleanSentence in clean)
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{
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this.dialogueCues.Add(cleanSentence, "");
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this.dialogueCues.Add(cleanSentence, new VoiceAudioOptions());
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}
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}
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@ -194,7 +194,7 @@ namespace Vocalization.Framework
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List<string> clean = Vocalization.sanitizeDialogueFromDictionaries(sentence,this);
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foreach (var cleanSentence in clean)
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{
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this.dialogueCues.Add(cleanSentence, "");
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this.dialogueCues.Add(cleanSentence, new VoiceAudioOptions());
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}
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}
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@ -212,7 +212,7 @@ namespace Vocalization.Framework
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List<string> clean = Vocalization.sanitizeDialogueFromDictionaries(sentence,this);
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foreach (var cleanSentence in clean)
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{
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this.dialogueCues.Add(cleanSentence, "");
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this.dialogueCues.Add(cleanSentence, new VoiceAudioOptions());
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}
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}
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}
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@ -240,7 +240,7 @@ namespace Vocalization.Framework
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{
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try
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{
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this.dialogueCues.Add(cleanSentence, "");
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this.dialogueCues.Add(cleanSentence, new VoiceAudioOptions());
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}
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catch (Exception err)
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{
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@ -0,0 +1,51 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Vocalization.Framework
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{
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/// <summary>
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/// Deals with determining what mode should play at the current moment.
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/// </summary>
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public class VoiceAudioOptions
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{
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/// <summary>
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/// The audio clip that plays when the current voice mode is "Simple".
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/// </summary>
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public string simple;
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/// <summary>
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/// The audio clip that plays when the current voice mode is "Full".
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/// </summary>
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public string full;
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/// <summary>
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/// The audio clip that plays when the current voice mode is "HeartEvents".
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/// </summary>
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public string heartEvents;
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/// <summary>
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/// The audio clip that plays when the current voice mode is "SimpleAndHeartEvents".
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/// </summary>
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public string simpleAndHeartEvents;
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public VoiceAudioOptions()
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{
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simple = "";
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full = "";
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heartEvents = "";
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simpleAndHeartEvents = "";
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}
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public string getAudioClip()
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{
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if (Vocalization.config.currentMode == "Simple") return simple;
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if (Vocalization.config.currentMode == "Full") return full;
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if (Vocalization.config.currentMode == "HeartEvents") return heartEvents;
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if (Vocalization.config.currentMode == "SimpleAndHeartEvents") return simpleAndHeartEvents;
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return ""; //The current mode must not have been valid for some reason???
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}
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}
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}
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@ -20,11 +20,49 @@ namespace Vocalization
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/// </summary>
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public string currentTranslation;
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/// <summary>
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/// Keeps track of the voice modes for determining how much audio is played.
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/// </summary>
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public List<string> modes;
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/// <summary>
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/// The curent mode for the mod.
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/// </summary>
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public string currentMode;
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/// <summary>
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/// The volume at which the sound for voices is played at.
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/// </summary>
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public float voiceVolume;
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public ModConfig()
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{
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translations = new List<string>();
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modes = new List<string>();
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modes.Add("Simple");
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modes.Add("Full");
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modes.Add("HeartEvents");
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modes.Add("SimpleAndHeartEvents");
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currentMode = "Full";
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translations.Add("English");
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currentTranslation = "English";
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this.voiceVolume = 1.0f;
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}
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/// <summary>
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/// Validates
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/// </summary>
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public void verifyValidMode()
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{
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if (!modes.Contains(currentMode))
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{
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Vocalization.ModMonitor.Log("Invalid configuration: " + currentMode + ". Changing to Full voiced mode.");
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currentMode = "Full";
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}
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}
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@ -173,6 +173,8 @@ namespace Vocalization
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public static ModConfig config;
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public List<string> onScreenSpeechBubbleDialogues;
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/// <summary>
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/// A dictionary that keeps track of all of the npcs whom have voice acting for their dialogue.
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/// </summary>
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@ -188,12 +190,16 @@ namespace Vocalization
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DialogueCues = new Dictionary<string, CharacterVoiceCue>();
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replacementStrings = new ReplacementStrings();
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onScreenSpeechBubbleDialogues = new List<string>();
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previousDialogue = "";
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soundManager = new SimpleSoundManager.Framework.SoundManager();
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config = new ModConfig();
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ModHelper.ReadConfig<ModConfig>();
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config = ModHelper.ReadConfig<ModConfig>();
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config.verifyValidMode(); //Make sure the current mode is valid.
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soundManager.volume = config.voiceVolume; //Set the volume for voices.
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}
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/// <summary>
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@ -257,9 +263,12 @@ namespace Vocalization
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{
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string text = (string)GetInstanceField(typeof(NPC), v, "textAboveHead");
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int timer = (int)GetInstanceField(typeof(NPC), v, "textAboveHeadTimer");
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if (text == null || timer<=0) continue;
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if (text == null) continue;
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string currentDialogue = text;
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if (previousDialogue != currentDialogue)
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if (onScreenSpeechBubbleDialogues.Contains(currentDialogue) && timer > 0) continue; //If I have already added this dialogue and the timer has not run out, do nothing.
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if (!onScreenSpeechBubbleDialogues.Contains(currentDialogue) && timer>0) //If I have not added this dialogue and the timer has not run out, add it.
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{
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List<string> tries = new List<string>();
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tries.Add("SpeechBubbles");
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@ -272,6 +281,8 @@ namespace Vocalization
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{
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//Not variable messages. Aka messages that don't contain words the user can change such as farm name, farmer name etc.
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voice.speak(currentDialogue);
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onScreenSpeechBubbleDialogues.Add(currentDialogue);
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return;
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}
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else
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{
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@ -281,6 +292,17 @@ namespace Vocalization
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}
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}
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}
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else
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{
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if (timer <= 0 && onScreenSpeechBubbleDialogues.Contains(currentDialogue)) //If the timer has run out and I still contain the dialogue, remove it.
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{
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onScreenSpeechBubbleDialogues.Remove(currentDialogue);
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}
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if(timer<=0 && !onScreenSpeechBubbleDialogues.Contains(currentDialogue)) //If the timer has run out and I no longer contain the dialogue, continue on.
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{
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continue;
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}
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}
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}
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}
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}
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@ -736,7 +758,7 @@ namespace Vocalization
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cleanDialogues = sanitizeDialogueFromDictionaries(cookingDialogue,cue);
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foreach (var str in cleanDialogues)
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{
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cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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cue.addDialogue(str,new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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}
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}
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@ -758,7 +780,7 @@ namespace Vocalization
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cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue,cue);
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foreach (var str in cleanDialogues)
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{
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cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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cue.addDialogue(str,new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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}
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}
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@ -779,7 +801,7 @@ namespace Vocalization
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cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue,cue);
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foreach (var str in cleanDialogues)
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{
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cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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cue.addDialogue(str,new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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}
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}
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@ -812,7 +834,7 @@ namespace Vocalization
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foreach (var str in cleanDialogues)
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{
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string ahh = sanitizeDialogueFromMailDictionary(str);
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cue.addDialogue(ahh, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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cue.addDialogue(ahh, new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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}
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}
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@ -853,7 +875,7 @@ namespace Vocalization
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cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue,cue);
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foreach (var str in cleanDialogues)
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{
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cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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cue.addDialogue(str,new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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}
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}
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@ -891,7 +913,7 @@ namespace Vocalization
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cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue,cue);
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foreach (var str in cleanDialogues)
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{
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cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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cue.addDialogue(str,new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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}
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}
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@ -925,7 +947,7 @@ namespace Vocalization
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cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue,cue);
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foreach (var str in cleanDialogues)
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{
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cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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cue.addDialogue(str,new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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}
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}
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@ -960,7 +982,7 @@ namespace Vocalization
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cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue,cue);
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foreach (var str in cleanDialogues)
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{
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cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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cue.addDialogue(str,new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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}
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}
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}
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@ -977,7 +999,7 @@ namespace Vocalization
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cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue,cue);
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foreach (var str in cleanDialogues)
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{
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cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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cue.addDialogue(str,new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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}
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}
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}
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@ -1007,7 +1029,7 @@ namespace Vocalization
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string cleanDialogue = "";
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cleanDialogue = sanitizeDialogueFromMailDictionary(rawDialogue);
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cue.addDialogue(cleanDialogue, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty
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cue.addDialogue(cleanDialogue, new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty
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}
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}
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}
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@ -1039,7 +1061,7 @@ namespace Vocalization
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cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue,cue);
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foreach (var str in cleanDialogues)
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{
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cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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cue.addDialogue(str,new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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}
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}
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@ -1075,7 +1097,7 @@ namespace Vocalization
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cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue,cue);
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foreach (var str in cleanDialogues)
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{
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cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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cue.addDialogue(str,new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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}
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}
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@ -1105,7 +1127,7 @@ namespace Vocalization
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cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue,cue);
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foreach (var str in cleanDialogues)
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{
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cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
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cue.addDialogue(str,new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -1141,7 +1163,7 @@ namespace Vocalization
|
|||
|
||||
foreach (var v in cleanDialogue)
|
||||
{
|
||||
cue.addDialogue(v, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty
|
||||
cue.addDialogue(v, new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1188,7 +1210,7 @@ namespace Vocalization
|
|||
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue,cue);
|
||||
foreach (var str in cleanDialogues)
|
||||
{
|
||||
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
cue.addDialogue(str,new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1261,7 +1283,7 @@ namespace Vocalization
|
|||
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue,cue);
|
||||
foreach (var str in cleanDialogues)
|
||||
{
|
||||
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
cue.addDialogue(str,new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1290,7 +1312,7 @@ namespace Vocalization
|
|||
string key = pair.Key;
|
||||
string rawDialogue = pair.Value;
|
||||
string cleanString = sanitizeDialogueFromSpeechBubblesDictionary(rawDialogue);
|
||||
cue.addDialogue(cleanString, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
cue.addDialogue(cleanString, new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
@ -1331,7 +1353,7 @@ namespace Vocalization
|
|||
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue,cue);
|
||||
foreach (var str in cleanDialogues)
|
||||
{
|
||||
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
cue.addDialogue(str,new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1367,7 +1389,7 @@ namespace Vocalization
|
|||
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue,cue);
|
||||
foreach (var str in cleanDialogues)
|
||||
{
|
||||
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
cue.addDialogue(str,new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1392,7 +1414,7 @@ namespace Vocalization
|
|||
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue,cue);
|
||||
foreach (var str in cleanDialogues)
|
||||
{
|
||||
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
cue.addDialogue(str,new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1404,7 +1426,7 @@ namespace Vocalization
|
|||
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue,cue);
|
||||
foreach (var str in cleanDialogues)
|
||||
{
|
||||
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
cue.addDialogue(str,new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1438,7 +1460,7 @@ namespace Vocalization
|
|||
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue,cue);
|
||||
foreach (var str in cleanDialogues)
|
||||
{
|
||||
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
cue.addDialogue(str,new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1473,7 +1495,7 @@ namespace Vocalization
|
|||
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue,cue);
|
||||
foreach (var str in cleanDialogues)
|
||||
{
|
||||
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
cue.addDialogue(str,new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1501,7 +1523,7 @@ namespace Vocalization
|
|||
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue,cue);
|
||||
foreach (var str in cleanDialogues)
|
||||
{
|
||||
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
cue.addDialogue(str,new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty.
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -50,6 +50,7 @@
|
|||
<ItemGroup>
|
||||
<Compile Include="Framework\CharacterVoiceCue.cs" />
|
||||
<Compile Include="Framework\ReplacementStrings.cs" />
|
||||
<Compile Include="Framework\VoiceAudioOptions.cs" />
|
||||
<Compile Include="ModConfig.cs" />
|
||||
<Compile Include="Vocalization.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
|
|
Loading…
Reference in New Issue