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As we can see below, a voice subtitle translation can be of 2 kinds:
Subtitles of interest can be of 2 kinds:
When parsing, here's what we need to comply with game's basic requirements:
See whimsical.
Currently this is what we got:
CName
Locale
PathBuf
String
What's left to support:
scnDialogLineData
CRUID
scnDialogLineData can be combined in an array to create a full dialog, or so it seems.
scnDialogLineLanguage Origin = 0 Creole = 1 Japanese = 2 Arabic = 3 Russian = 4 Chinese = 5 Brasilian = 6 Swahili = 7 French = 8 Polish = 9
scnDialogDisplayString
The text was updated successfully, but these errors were encountered:
CRUID generation needs to be improved for Audioware too.
Audioware
see Discord
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according to DllMap on Discord, implementing audio for quests and scenes revolves around:
DllMap
scnSectionNode. and its a scnDialogLineEvent I believe
the scnscreenplayDialogLine are referenced by the scnDialogEvents and will allow you to do different localizations and include subtitles and such
and i think for which audio to play you put the info in the female\male lipsync animation field. don't know the exact name
Mostly fixed by #23.
No branches or pull requests
Features
As we can see below, a voice subtitle translation can be of 2 kinds:
Subtitles of interest can be of 2 kinds:
Parser
When parsing, here's what we need to comply with game's basic requirements:
See whimsical.
Currently this is what we got:
CName
Locale
PathBuf
String
What's left to support:
scnDialogLineData
CRUID
String
scnDialogLineData
can be combined in an array to create a full dialog, or so it seems.scnDialogLineLanguage
Origin = 0
Creole = 1
Japanese = 2
Arabic = 3
Russian = 4
Chinese = 5
Brasilian = 6
Swahili = 7
French = 8
Polish = 9
scnDialogDisplayString
Audio
The text was updated successfully, but these errors were encountered: