Ren'Py includes support for playing back voice in conjunction with
dialogue. This is done through the voice
statement, which gives the
voice filename to play:
voice "line0001.ogg"
"Welcome to Ren'Py"
Normally, a playing voice is stopped at the start of the next
interaction. The voice sustain
statement can sustain voice playback
through an interaction.
voice "line0001.ogg"
"Welcome to Ren'Py..."
voice sustain
"... your digital storytelling engine."
The config.voice_filename_format
variable allows you to customize
the voice filename, making it possible to omit directories and extensions.
Ren'Py includes a voice tag system that makes it possible to selectively
mute or unmute a character's voice. To take advantage of this system,
supply a voice_tag
argument to each Character()
, and use the
SetVoiceMute()
or ToggleVoiceMute()
actions to allow the
player to toggle the voice.
For example:
define e = Character("Eileen", voice_tag="eileen")
define l = Character("Lucy", voice_tag="lucy")
screen voice_toggle:
vbox:
textbutton "Mute Eileen" action ToggleVoiceMute("eileen")
textbutton "Mute Lucy" action ToggleVoiceMute("lucy")
label start:
show screen voice_toggle
voice "e01.ogg"
e "You can turn a character's voice on and off."
voice "l01.ogg"
l "Yeah! Now I can finally shut you up!"
voice "l02.ogg"
l "Wait... that means they can mute me as well! Really?"
Ren'Py includes support for automatically determining the voice file to play, making it possible to play back voice without having to put voice statements before each line of dialogue.
This is done by creating voice files that match the identifier for each line of dialogue. To determine the identifiers to use, first export the dialogue to a spreadsheet by choosing from the launcher "Extract Dialogue", "Tab-delimited Spreadsheet (dialogue.tab)", and "Continue". This will produce a file, dialogue.tab, that can be loaded in a spreadsheet program.
The first column of the spreadsheet is the identifier to use, with other columns giving more information about the dialogue.
To make Ren'Py automatically play voices, set config.auto_voice
to
a string containing {id}
. When dialogue occurs, {id}
is replaced with
the dialogue identifier, forming a filename. If the filename exists, it is
played.
For example, if we have:
config.auto_voice = "voice/{id}.ogg"
And the dialogue identifier is demo_minigame_03fc91ef
, then when
the corresponding line is shown, Ren'Py will look for the file
voice/demo_minigame_03fc91ef.ogg
. If the file exists, Ren'Py will
play it.
_get_voice_info
() linkReturns information about the voice being played by the current say statement. This function may only be called while a say statement is executing.
The object returned has the following fields:
VoiceInfo.
filename
linkThe filename of the voice to be played, or None if no files should be played.
VoiceInfo.
auto_filename
linkThe filename that Ren'Py looked in for automatic-voicing purposes, or None if one could not be found.
VoiceInfo.
tag
linkThe voice_tag parameter supplied to the speaking Character.
VoiceInfo.
sustain
linkFalse if the file was played as part of this interaction. True if it was sustained from a previous interaction.
voice
(filename, tag=None)Plays filename on the voice channel. The equivalent of the voice statement.
config.voice_filename_format
to produce the
filename that will be played.If this is not None, it should be a string giving a voice tag to be played. If None, this takes its default value from the voice_tag of the Character that causes the next interaction.
The voice tag is used to specify which character is speaking, to allow a user to mute or unmute the voices of particular characters.
voice_can_replay
() linkReturns true if it's possible to replay the current voice.
voice_replay
() linkReplays the current voice, if possible.
voice_sustain
(ignored=u'', **kwargs) linkThe equivalent of the voice sustain statement.
PlayCharacterVoice
(voice_tag, sample, selected=False) linkThis plays sample on the voice channel, as if said by a character with voice_tag.
SetCharacterVolume
(voice_tag, volume=None) linkThis allows the volume of each characters to be adjusted. If volume is None, this returns a BarValue that controls the value of voice_tag. Otherwise, this set it to volume.
volume is a number between 0.0 and 1.0, and is interpreted as a fraction of the mixer volume for voice channel.
SetVoiceMute
(voice_tag, mute) linkIf mute is true, mutes voices that are played with the given voice_tag. If mute is false, unmutes voices that are played with voice_tag.
ToggleVoiceMute
(voice_tag, invert=False) linkToggles the muting of voice_tag. This is selected if the given voice tag is muted, unless invert is true, in which case it's selected if the voice is unmuted.
VoiceReplay
(*args, **kwargs) linkReplays the most recently played voice.