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Support multiple voice-over channels #2907
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Support multiple voice-over channels #2907
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Speech is hardcoded with TypeID 0, for compatibility with the engine.
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This is working mostly, but there's another problem which I like to resolve.
This happens even if PlayVoiceClip and Say are referring for separate characters. This is clearly a mistake, and I'd like to fix this. I'm just trying to figure out good rules for the behavior, assuming there may be multiple background voice-overs played at the same time, and also one blocking speech voice-over and bg voices at the same time. |
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I had second thoughts, and will cancel this addition. While this is technically working, but there is still a number of concerns here. For instance, background speech may be worth making a separate audio type, and allow to have a volume drop when the "main" speech is playing too. But this means further change in design. Meanwhile, having multiple simultaneous voices is not a recurring request, and a rare use case. Maybe this sort of support may be revisited later. What I can do instead, is only apply internal changes that would make such redesign simpler in the future, while keeping existing behavior for now. |
This change is complementary to the previously added Game.PlayVoiceClip, which implemented non-blocking speech.
It turns out that some users require multiple voices played at the same time, for background speech.