How can I make two characters talk at once, or one after the other? I don't know how to add more than one soundtrack, and I don't know how to make the soundtrack play at a curtain time instead of right at the beginning.
Is the only way to do it adding the voices afterwords?
2 lip syncs?
Moderators: Víctor Paredes, Belgarath, slowtiger
The recipe:
1. Prepare two soundfiles. Each of them contains only 1 speaker. Both have the exact same length as the original file (wilt the 2 speakers)
2. Process both files with papagayo.
3. Assign one papagayo file to the switch layer of one character.
4. Assign the other papagayo file to another switch layer.
To control, just load the correspoonding soundfile.
5. Load the complete soundfile. Everything should be fine.
1. Prepare two soundfiles. Each of them contains only 1 speaker. Both have the exact same length as the original file (wilt the 2 speakers)
2. Process both files with papagayo.
3. Assign one papagayo file to the switch layer of one character.
4. Assign the other papagayo file to another switch layer.
To control, just load the correspoonding soundfile.
5. Load the complete soundfile. Everything should be fine.
Actually, you don't need to do this (and usually don't want to as it's way more effort and trouble).
Just prepare your soundfile with both speakers speaking (they can even overlap -- for realistic dialog or even comic effect this is quite good). Load it up into Papagayo. On the far right you'll see a Voice List. Press the new button and then go to the Voice Name under Current Voice and type in whatever that character's name is. Do the same for your second character.
Now by selecting whichever voice you want in the voice list go ahead and type your dialog in. You can go back and forth, you can type all the dialog in for each character one at a time (my preference) but once it's all in and matched up properly just Export each voice as a separate data file.
Then, as ST says, load each data file separately into each character, use the one audio file as your import and you're good to go.
Just prepare your soundfile with both speakers speaking (they can even overlap -- for realistic dialog or even comic effect this is quite good). Load it up into Papagayo. On the far right you'll see a Voice List. Press the new button and then go to the Voice Name under Current Voice and type in whatever that character's name is. Do the same for your second character.
Now by selecting whichever voice you want in the voice list go ahead and type your dialog in. You can go back and forth, you can type all the dialog in for each character one at a time (my preference) but once it's all in and matched up properly just Export each voice as a separate data file.
Then, as ST says, load each data file separately into each character, use the one audio file as your import and you're good to go.
- funksmaname
- Posts: 3174
- Joined: Tue May 29, 2007 11:31 am
- Location: New Zealand
it depends how complicated the dialogue gets - less confusing to have seperate ones...
...but to answer your question, you can't put more than one audio file in AS, and they always start at the beginning. You should construct your sound file first in something like 'Audacity' (google it - its free) using the dialogue files, background music, you can always dub sound fx later but you are creating a timing file for your animation... then export it as a single file and load that into AS.
even if you want to work with individual voices, you need to construct the whole conversation so the timing is right... then theres nothing to stop you exporting one voice or the other to work with individually, as long as they are in their final timing position, and the file you are using starts at the beginning of the scene... (if that makes sense)
...but to answer your question, you can't put more than one audio file in AS, and they always start at the beginning. You should construct your sound file first in something like 'Audacity' (google it - its free) using the dialogue files, background music, you can always dub sound fx later but you are creating a timing file for your animation... then export it as a single file and load that into AS.
even if you want to work with individual voices, you need to construct the whole conversation so the timing is right... then theres nothing to stop you exporting one voice or the other to work with individually, as long as they are in their final timing position, and the file you are using starts at the beginning of the scene... (if that makes sense)
Oh, now I get it -- you weren't doing phoneme syncing, you just wanted to use the audio sync part (and in that case my suggestion wouldn't have worked at all for you).
Glad you figured it out, though (most of us here use full phoneme sync so it never occurs to us that anyone would use the simple kind :>)
Glad you figured it out, though (most of us here use full phoneme sync so it never occurs to us that anyone would use the simple kind :>)
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- Posts: 3
- Joined: Fri Oct 10, 2008 12:27 am
Well, my character has no tongue, and the mouth switch layer is just a bunch of slightly modified circle shapes, so I diden't really need to use anything else.mkelley wrote:Oh, now I get it -- you weren't doing phoneme syncing, you just wanted to use the audio sync part (and in that case my suggestion wouldn't have worked at all for you).
Glad you figured it out, though (most of us here use full phoneme sync so it never occurs to us that anyone would use the simple kind :>)
I might post it later in one of the other sections.
You delete the key frames from the switch layer that aren't needed. With the technique being used, when you load an audio file it uses the volume of the sound to determine the switch layer key frames. If both voices are in the same audio file then both switch layers get the same keys. Just select and delete the keys from each switch that aren't needed.grouchobeer wrote:I am doing the same thing as Kiiryu. How does one delete the actions one doesn't need?
-vern