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Subtitle timing

edited August 2015 in Technical Q&A
Hi!
Is there a way to more accurately set the amount of time a subtitle appears on screen?
There is a master setting on SPEECH tab set to 0.1 This was a bit too long so I set it to 0.06 and that was perfect...
But when I needed just ONE WORD to appear, I needed it to stand for a bit longer, as it seems to be connected to the amount of letters in the subtitle, it just flashes up.. I set the Wait Time in the Play speech action to the mav 4, but its still very short..

Mark

Comments

  • edited August 2015
    If your speech scrolls, you can use the [wait:X] token (where X is the duration in seconds) that the speech will wait in addition to it's regular settings.

    More on speech tokens can be found in section 10.3 of the Manual.
  • edited August 2015
    Thanks for that Chris... I had read it, but hadn't registered that it could be used like that.

    For my uses, this speech and translation functionality is absolutely awesome. But I must say there are few elements to the process that I am exploring that are not completely clear.

    First I made my game without knowing I was going to translate it.
    Then made a new translation called Norwegian
    Then I exported it, 
    Then I translated it, 
    imported it, and it all worked except that in the menu, English was called ORIGINAL
    So then I created another English translation and clicked, do not use original

    This works, but now my Excel sheet that comes out from All text, has a Blank English column. Dont know whey seeing as it works... So Im a little confused, I have it working, but on a bigger more mistake likely project, it might be cumbersome.
    I propose 2 small changes.

    1. The Ability to NAME the original language as a Language. Just type English into the Box, and add your subtitles. THEN 

    2.When you create Norwegian or French, you CLICK that language and Enter Norwegian text into the same boxes where you originally created English.

    Exporting ALL text as CSV is great, but cumbersome when you just need to make one small change. I cannot review the translation anywhere IN UNITY apart from by running the game and switching language.

    An alternate option with be to make the "Game Text" info boxes editable...  (When you click on a line after Gathering Text) that way you can see all info on a line, its path its ID and its translations, what you might be missing and able to compare, for example lengths of lines. German is often longer that other languages, you need to create appropriate text boxes that handle all.

    (Actually ALL languages often come back from translation agencies a bit longer, somehow, its easier to write snappier in your main language, I know as I made a AntiDoping film with 14 languages... phew that was a nightmare.. If I had had Adventure Creator than, my life would have been lits easier!)


  • Also.. In addition, Im having trouble with the PIPE delimiter and managing to keep norwegian letters øæ and å. They seem to gte converted in Excel to some crap.

    I cant seem to export CSV from excel with a PIPE delimiter, so Ive had to first exprt normal THEN Search replace ; (semi colon) into | (Pipe). Do you have a method for this?

    the other trouble is more likely an Excel issue, what ever I do, making sure that the csv that Unity(AC) exports is UTF8 not ANSI (That alwasy causes problems) coming OUT of Excel always f***s up the åøæ letters. In my demo I went thru the CSV by hand and corrected, them, this would NOT be useful in a big game with much text.

    Mark
  • I'll admit I use OpenOffice for testing the CSV import/export feature myself, and generally I don't have trouble.  You might want to look into giving it a test.

    Your suggestions about being able to re-name the original language and make adjustments within the Speech Manager itself are excellent.  v1.47a will likely be a bugfix release only, but I will certainly look into these by 1.48.
  • Thats excellent news!
    I am daily blown away by the thought and depth of the features of AC.
    I don't know how many of your users will even need this functionality, but for me who is hoping to sell in some "gamification" and 3D elearning projects, its vital and extremely cool that you have taken the trouble to think things through in such a thorough way.

    Please dont get a day job!!

    Mark 
  • edited August 2015
    Just a heads up..

    I got a odd error when swapping to Norwegian, The subtitle showed NO PROBLEM.. so there was NOTHING WRONG, but the console showed:

    Cannot find translation because the text has not been added to the Speech Manager.
    UnityEngine.Debug:Log(Object)
    AC.SpeechManager:GetTranslation(String, Int32, Int32) (at Assets/AdventureCreator/Scripts/Managers/SpeechManager.cs:1978)
    AC.MenuElement:TranslateLabel(String, Int32) (at Assets/AdventureCreator/Scripts/Menu/Menu classes/MenuElement.cs:179)
    AC.MenuLabel:PreDisplay(Int32, Int32, Boolean) (at Assets/AdventureCreator/Scripts/Menu/Menu classes/MenuLabel.cs:187)
    AC.PlayerMenus:UpdateElements(Menu, Int32) (at Assets/AdventureCreator/Scripts/Controls/PlayerMenus.cs:934)
    AC.PlayerMenus:UpdateAllMenus() (at Assets/AdventureCreator/Scripts/Controls/PlayerMenus.cs:1236)
    AC.StateHandler:Update() (at Assets/AdventureCreator/Scripts/Game engine/StateHandler.cs:169)

    Didnt bother me as the translation was fine, but might be a hint at something dodgy..

    :)
  • Open Office = Flawless
    thx
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