Voice link
Ren'Py includes support for playing back voice in conjunction with
dialogue. This is done through the voice
statement, which gives the
voice filename to play:
voice "line0001.ogg"
"Welcome to Ren'Py"
Normally, a playing voice is stopped at the start of the next
interaction. The voice sustain
statement can sustain voice playback
through an interaction.
voice "line0001.ogg"
"Welcome to Ren'Py..."
voice sustain
"... your digital storytelling engine."
The config.voice_filename_format
variable allows you to customize
the voice filename, making it possible to omit directories and extensions.
Automatic Voice link
Ren'Py includes support for automatically determining the voice file to play, making it possible to play back voice without having to put voice statements before each line of dialogue.
This is done by creating voice files that match the identifier for each line of dialogue. To determine the identifiers to use, first export the dialogue to a spreadsheet by choosing from the launcher "Extract Dialogue", "Tab-delimited Spreadsheet (dialogue.tab)", and "Continue". This will produce a file, dialogue.tab, that can be loaded in a spreadsheet program.
The first column of the spreadsheet is the identifier to use, with other columns giving more information about the dialogue.
To make Ren'Py automatically play voices, set config.auto_voice
to
a string containing {id}
. When dialogue occurs, {id}
is replaced with
the dialogue identifier, forming a filename. If the filename exists, it is
played.
For example, if we have:
config.auto_voice = "voice/{id}.ogg"
And the dialogue identifier is demo_minigame_03fc91ef
, then when
the corresponding line is shown, Ren'Py will look for the file
voice/demo_minigame_03fc91ef.ogg
. If the file exists, Ren'Py will
play it.
Multilingual Voice link
To benefit from Ren'Py's translation system when dubbing a game in several languages, it's possible to make use of Image and File Translations. For a game whose original language is English and dubbed in French, and the following dialogue:
voice "omelette.ogg"
e "I like scrambled eggs with cheese..."
Placing the english version in game/omelette.ogg
and the french translation
in game/tl/french/omelette.ogg
will make Ren'Py use the french version when
the french language is activated in the game.
It works just the same for automatic voice, as long as the filepath of the
translation file starting from game/tl/<language>/
matches the filepath of
the original file starting from game/
.
Voice Functions link
- _get_voice_info() link
Returns information about the voice being played by the current say statement. This function may only be called while a say statement is executing.
The object returned has the following fields:
- VoiceInfo.filename link
The filename of the voice to be played, or None if no files should be played.
- VoiceInfo.auto_filename link
The filename that Ren'Py looked in for automatic-voicing purposes, or None if one could not be found.
- VoiceInfo.tag link
The voice_tag parameter supplied to the speaking Character.
- VoiceInfo.sustain link
False if the file was played as part of this interaction. True if it was sustained from a previous interaction.
- voice(filename, tag=None) link
Plays filename on the voice channel. The equivalent of the voice statement.
- filename
The filename to play. This is used with
config.voice_filename_format
to produce the filename that will be played.- tag
If this is not None, it should be a string giving a voice tag to be played. If None, this takes its default value from the voice_tag of the Character that causes the next interaction.
The voice tag is used to specify which character is speaking, to allow a user to mute or unmute the voices of particular characters.
- voice_can_replay() link
Returns true if it's possible to replay the current voice.
- voice_replay() link
Replays the current voice, if possible.
- voice_sustain(ignored='', **kwargs) link
The equivalent of the voice sustain statement.
Voice Actions link
- PlayCharacterVoice(voice_tag, sample, selected=False) link
This plays sample on the voice channel, as if said by a character with voice_tag.
- sample
The full path to a sound file. No voice-related handling of this file is done.
- selected
If True, buttons using this action will be marked as selected while the sample is playing.
- SetCharacterVolume(voice_tag, volume=None) link
This allows the volume of each characters to be adjusted. If volume is None, this returns a BarValue that controls the value of voice_tag. Otherwise, this set it to volume.
volume is a number between 0.0 and 1.0, and is interpreted as a fraction of the mixer volume for voice channel.
- SetVoiceMute(voice_tag, mute) link
If mute is true, mutes voices that are played with the given voice_tag. If mute is false, unmutes voices that are played with voice_tag.
- ToggleVoiceMute(voice_tag, invert=False) link
Toggles the muting of voice_tag. This is selected if the given voice tag is muted, unless invert is true, in which case it's selected if the voice is unmuted.
- VoiceReplay() link
Replays the most recently played voice.