Scenario Audio – Speech, SFX, Ambient

Scenario Audio – Speech, SFX, Ambient

Applies to scenario v2.6+

How to Direct Scenario Audio in ChatMapper

Speech

Text-To-Speech – ResponsiveVoice (TTS / Fallback)

How to Make Actors using the Same Voice Sound Different

Using Multiple Languages for One Actor in ChatMapper

Voices and Gender

Multilingual Localization

Voice Over Audio Files (.mp3)

Multilingual Localization

Gender-Specific Voice Over Audio Files

SFX

Ambient

There are 3 different types of audio elements in scenario:

  • Speech: Played when an avatar is speaking, synchronized with lips and animation, and managed by LB.audio (mp3) or ResponsiveVoice (Text-To-Speech/Fallback TTS).
  • SFX: Multiple can be played at the same time.
  • Ambient: Only one can be played at the same time. If you trigger a different ambient sound, it will replace the existing one.

How to Direct Scenario Audio in ChatMapper

Speech

Text-To-Speech – ResponsiveVoice (TTS / Fallback)

The dialog text is played using ResponsiveVoice. The voice can be set up for the avatar using the CAF Voice.

How to Make Actors using the Same Voice Sound Different

This is especially useful if you have two actors using the same Voice and you want them each to sound unique. By playing with pitch and rate values you can create individual voice variations off the default.

You can tweak the voices so actors don't sound identical by using the CAF in ChatMapper

Use the Voice_parameters with format { pitch:1.2, rate:1, volume: 1} or simply {pitch: 1.2}

Pitch (range 0 to 2), rate (range 0 to 1.5), volume (range 0 to 1).

Using Multiple Languages for One Actor in ChatMapper

It is possible to have one actor speak multiple languages.

Typically you set the actor’s voice in the Assets panel and change the “Voice” property say to something like “UK English Female”.

However you can also change the voice is a dialogue node. To do this you will need to add the custom asset field (CAF) via Project > Project Settings > Custom Asset Fields > Dialogue Nodes > Add New Field (button near the bottom) with

Title: Voice

Type: Text

Default Value: (blank)

Hint: (blank)

Show: unchecked

Export: checked

Sort: (leave unchanged)

Popup: checked

Click OK

Now the Voice property will appear when you select any Dialogue Node

Voices and Gender

Be aware the not all voices/languages are available in both male and female. Check the list in the widget on https://responsivevoice.com 

A player’s voice is based on their chosen avatar gender, by default UK English Female and UK English Male. You can choose different default male and female voices in the Dashboard Space settings. You may also override the player Voice in ChatMapper.

Multilingual Localization

You can create scenarios that and translate them into multiple languages. Allowing a user to plan a scenario in their chosen language.

To add multiple languages, 2 new CAFs need to be added to the project for each language.

Example: We want to add Spanish localization.

  • We add the new field of type Localization named “es” to the dialogue node.
  • We add the new field of type Text named “Voice_es” to the actor.

Then we set Voice_es to the corresponding voice, for example “Spanish Female”. And we use the field “es” to add the text we want the avatar to speak when the spanish localization is selected.

For French language, the fields would be called fr and Voice_fr.

Voice Over Audio Files (.mp3)

The voiceovers for a node need to be added as audio files in the node settings panel. If the node has multiple phrases (Separated using ‘|’) ,multiple files need to be added, one per phrase.

Multilingual Localization

In this case we need to do something similar to the previously mentioned method. We assume the conversation has the CAF named after the language (for Spanish we need to add the CAF of type Localization named “es” to the dialogue node).

We also assume the voiceovers are already configured in the nodes for our main language, using the `audio files` field.

Since we are adding the spanish language (named “es”), we need to add a new CAF of type Files called audio_speech_es to the dialogue node. Then we add the corresponding voiceover audio files matching what we already did for our main language.

Gender-Specific Voice Over Audio Files

This method is useful if the audio files have the exact name and they are just placed in different folders. For example:

  • male\node01.mp3
  • female\node01.mp3

We can add a new CAF of type Text named audio_speech_urlPrefix to the actor. This adds a prefix to the url before loading the file.

In our case, if we have Actor A who can be male or female, we would add the CAF to the actor, and configure it like:

  • For male: empty value
  • For female: we set it to ../female/ so the female mp3 file will be loaded.

SFX

Sound effects can be added only to the dialogue node. They are added by using a new CAF of type File named audio_effect in the dialogue node. We add the audio file to the node and it will be played as soon as the node is triggered.

Ambient

Ambient audio effects can be added to any element such as a location (may not be working), conversation, actor or dialogue node.

They are added by using a new CAF of type File named audio_ambient in the element.

Example of adding audio_ambient CAF for dialogue nodes:


Once the CAF is added the field will appear in the ChatMapper Properties panel.

Note that the CAF name appears as audioambient (without the underscore) instead of audio_ambient, this is only a cosmetic issue.

Click the […] button to select an audio file (typically a .mp3)

To ensure the audio files are included online in the Scenario, be sure to export and upload as ChatMapper Project (.cmpkg) (not .json)

The ambient audio will begin playing when the element is encountered and will continue looping infinitely. When triggering an ambient sound, any currently playing ambient sound will stop and the newly triggered one will play.

You can adjust the volume of the ambient audio through script, volume has a range from 0 to 10.

Example:

LB.audio.setAmbientVolume(3);

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