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enhancementNew feature or requestNew feature or request
Description
Features
As we can see below, a voice subtitle translation can be of 2 kinds:
- is played in the game's voice language (player selected, can only be updated by re-downloading the entire language pack)
- is played e.g. in the NPC's mother-tongue and translated on-screen by V's cyberware
Subtitles of interest can be of 2 kinds:
- main dialog (large one shown at the bottom)
- chatter dialog (small one shown on top of e.g. NPC's head
Parser
When parsing, here's what we need to comply with game's basic requirements:
- types
- voiceovers
- onos / grunts
- dialog choice hubs
- chatters
- dialog line data
See whimsical.
Currently this is what we got:
- voice
- key:
CName- fem
- locale
Locale- file
PathBuf - subtitle
String
- file
- locale
- male
- ...
- fem
- key:
What's left to support:
-
scnDialogLineData- id:
CRUID - text:
String - type: scnDialogLineType
- speaker: GameObject
- speakerName: String
- isPersistent: Bool
- duration: Float
- id:
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- text: String
- translation: String
- preTranslatedText: String
- postTranslatedText: String
- language: scnDialogLineLanguage
Audio
- AudioSystem
- Play
- Stop
- Switch
- Parameter
- ...
- GameObject
- PlayVoiceOver
- PlaySound
- PlaySoundWithParams
- StopSound
- AudioSwitch
- AudioParameter
- PlaySoundEvent
- PlaySoundEventWithParams
- StopSoundEvent
- PlayMetadataEvent
- SetAudioSwitch
- SetAudioParameter
- IComponent
- QueueEntityEvent
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enhancementNew feature or requestNew feature or request