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AI Vocalizations -- Master Document


Springheel

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I thought spring was just making my document easier to understand or something not changing anything.

 

Well, no, I did make some changes, as some things needed to be updated, and I integreted requests that had been made in other threads. And as greebo said, our AI have developed quite a bit since the document was originally written--there are some things that AI now do that weren't reflected (such as our additional alert state or AI_USE tags) and other things that were listed that we now know we're unlikely to support (like location based barks). Not only that, but the original example text referred to "Hammers" and other Thief names (and some TDS campiness), so I wanted to include examples that were more in keeping with the TDM tone and setting.

 

I could go through and highlight all the changes, if it helps. There's not a huge amount.

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I could go through and highlight all the changes, if it helps. There's not a huge amount.

 

No no, you've done a lot of work to this. I don't expect you to do more. I've finally got some free time, so I'm going to go over it this weekend and see how everything fits together. I'll post a revised copy for team review on Sunday or Monday. :)

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No no, you've done a lot of work to this. I don't expect you to do more. I've finally got some free time, so I'm going to go over it this weekend and see how everything fits together. I'll post a revised copy for team review on Sunday or Monday. :)

Sounds good, thanks. :)

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Update:

 

I haven't finished looking everything over as quickly as I had hoped. The weekend was busier than I expected. I'm aiming to have a revised list uploaded by wednesday at the latest. I'm also meeting with one of my actors tomorrow, Bob. We're going to discuss characterization and run through some of his many voices.

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  • 1 month later...

Here are a few tidbits from the TDS design docs that might be worth considering:

 

Some are too talkative overall, in fact. If we need to make a non-patrolling guard more “obvious” (since they have no footsteps to listen to) we should use non-dialog sounds like throat clearing, whistling, foot tapping, humming, yawning, coughing, etc. Not dialog. It would be handy if we could specify just that family of non-dialog barks when appropriate, without having to go case-by-case.

 

·

Could we vary the voices by controlling pitch on the fly? Make some guards have a lower voice using the same wav file set.
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