Gender - This one was trickier to implement than I'd originally planned. Volume - While volume could be used to create a distinctly loud or quiet character, this parameter is best used within the code's Enunciate method, which makes a sentence louder if it ends in an exclamation point! I also used pitch to imply questions and randomized all pitches slightly to create natural variation. Pitch - One of the simplest ways to change a voice also proved to be one of the most effective. I chose to define each character's voice through five core parameters: The engine then manipulates these phonemes in real time and plays them back in quick succession, creating the illusion of speech. To do this, I determined which basic phonemes were most vital for recognizable English speech, and recorded them. For the generated dialogue, I wanted to achieve stylized gibberish in the vein of Animal Crossing, but slightly more legible.
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