View Issue Details

IDProjectCategoryLast Update
0021883AI War 2SuggestionDec 5, 2019 8:32 pm
ReporterApthorpe Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Product Version1.001 Official Game Launch! 
Fixed in Version1.013 Menacing Messages From The Machine 
Summary0021883: AI Taunts as Text
DescriptionIt would be nice to be able to read the taunts and messages from the AI as text. I'm not a big fan of the AI voice so I'd prefer to just turn it off, but I still like reading the taunts. A subtle audio cue for when a taunt message shows up would be gravy.

If there's already a way to have this show up as text (or if I've just been missing the existing text somehow!), please let me know.
TagsNo tags attached.

Activities

Asteroid

Oct 23, 2019 3:58 pm

reporter   ~0053877

I second this, since I can't understand most of what the AI is saying (haven't played with the mixing settings to see if it helps yet).

BadgerBadger

Oct 28, 2019 3:45 pm

manager   ~0054070

Last edited: Oct 28, 2019 3:46 pm

So the audio request starts at the C# hook (lets say in "DoOnAnyDeath()" for a unit dying). It then gets sent to the Core Vis code where it requests a voice playback. It then goes through the External Vis code where it calls request.SoundClip.TryToPlayRandom(). This goes to the Universal code where it is handled by ArcenVoiceGroup.cs::TryToPlayRandom_Internal()

The code picks a random AudioClip object out of the available entries in the ArcenVoiceGroup (the AI Taunts group in this case), then plays it. An AudioClip is a unity object, not an Arcen object. I put in some debug logging that looks like this

10/28/2019 1:39:46 PM Playing AITaunt_AISendsWave (Arcen.Universal.ArcenVoiceGroup)
10/28/2019 1:39:46 PM Handling playback request for AITaunt_AISendsWave (Arcen.Universal.ArcenVoiceGroup) <=== in BattleFieldVisualSingleton
10/28/2019 1:39:46 PM ArcenVoice: For ArcenVoiceGroup AITaunt_AISendsWave Clips: 9 <=== in the Universal code
Bus:
MinTimeBetweenPlaysOfGroup: 30
MinTimeBetweenPlaysOfEachItem: 300
timeOfLastPlay: -1
timeSinceLastPlay: 31.75234 play <There's going to be a lot of scrap_3 (UnityEngine.AudioClip)>

I'm not sure how we could attach metadata to the clip in the prefab with the text. If someone was willing to go through the clips, change the name of each clip to be exactly the words of the clip, then redo the prefab that's one approach.
If the text of the clip winds up in ArcenUniversal it would then take some coding work to get that information into Core, External or External Visualization where we could print the text to the screen, but right now it looks impossible without Chris doing some Unity specific work.

Strategic Sage

Oct 28, 2019 7:32 pm

reporter   ~0054083

I'll just add onto this instead of making a separate issue - I don't know how things work in terms of playing the sounds but if there's anything that could be done to make them more decipherable that would be quite useful also. The only way to understand what the AI is saying right know is to make it much louder than everything else. IMO it's more extreme than the barely-understandable speech from Classic.

Orelius

Oct 28, 2019 9:38 pm

reporter   ~0054085

It's pretty hard to understand, though I think that may also be because the lines last a lot longer. AI War 1 taunts were often more succinct.

Chris_McElligottPark

Dec 5, 2019 8:32 pm

administrator   ~0054846

Thanks!

* When AI taunts play, they now also drop a chat-style message for you to see them.
** If you have voices turned off, then these won't show up at all. If you have just turned the volume way down on the voice channel or AI taunts channel, then you WILL still see these.
** It is colorized and identifies itself as either being from the overlord, hunter, or warden as the case requires.

Issue History

Date Modified Username Field Change
Oct 23, 2019 2:42 pm Apthorpe New Issue
Oct 23, 2019 3:58 pm Asteroid Note Added: 0053877
Oct 28, 2019 3:45 pm BadgerBadger Note Added: 0054070
Oct 28, 2019 3:45 pm BadgerBadger Assigned To => Chris_McElligottPark
Oct 28, 2019 3:45 pm BadgerBadger Status new => assigned
Oct 28, 2019 3:46 pm BadgerBadger Note Edited: 0054070
Oct 28, 2019 7:32 pm Strategic Sage Note Added: 0054083
Oct 28, 2019 9:38 pm Orelius Note Added: 0054085
Dec 5, 2019 8:32 pm Chris_McElligottPark Status assigned => resolved
Dec 5, 2019 8:32 pm Chris_McElligottPark Resolution open => fixed
Dec 5, 2019 8:32 pm Chris_McElligottPark Fixed in Version => 1.013 Menacing Messages From The Machine
Dec 5, 2019 8:32 pm Chris_McElligottPark Note Added: 0054846