Drag[en]gine Script Module DragonScript Script API 1.0
|void||addAnnouncePart (String partID)|
|Add announcement part. More...|
|void||addPart (AnnouncerPart part)|
|Add part. More...|
|Create synthesizer from announcer definition. More...|
|void||forEachPart (Block ablock)|
|Visit parts with block with parameter AnnouncerPart. More...|
|String||getAnnouncePartAt (int index)|
|Get announcement part at index. More...|
|Number of parts in the announcement. More...|
|AnnouncerPart||getPart (String partID)|
|Get named part or null if absent. More...|
|Number of parts. More...|
|Speaker used to play back announcer. More...|
|Synthesizer used for playing back announcer. More...|
|bool||hasPart (String partID)|
|Part with ID is present. More...|
|Create announcer. More...|
|Start playing if announcement parts are present. More...|
|Clear announcement parts. More...|
|Remove all parts. More...|
|void||removePart (String partID)|
|Remove part. More...|
|void||setAnnounceFromText (String text)|
|Set announce parts from text. More...|
|void||setModifierSynthesizer (Synthesizer synthesizer)|
|Set custom synthesizer modifying the announcement or null if not used. More...|
|Stop and reset. More...|
|Update next remaining sample rate from synthesizer if present. More...|
|Update speaker for playing back announcer. More...|
|Update synthesizer instance play time and curves. More...|
Play back word sound files to produce an announcement similar to train or building announcement systems using a synthesizer loaded from an XML file.
Announcers operate a synthesizer instance and a speaker attached to it. In real world scenarios though announcements typically apply to multiple speakers at the same time. In a game situation though it is usually enough to play back only from the speaker neartest to the location the player is located in. If more speakers have to play back the same announcement you can assign the synthesizer instance to speakers you have created yourself and start playing them whenever you start playing an announcement on the announcer handled speaker. If you need special abilities like some speakers having audible odities using a custom made synthesizer to alter the announcement you have to create one announcer for each such speaker. This might be anyways the most simple solution.
If a custom modifier synthesizer is used it is added as a synthesizer source after the source producing the announcement. Additionally a modified synthesizer blend controller is added as well as copies of controllers matching the modifier synthesizer controllers properly linked.
Add announcement part.
Create synthesizer from announcer definition.
Visit parts with block with parameter AnnouncerPart.
Get announcement part at index.
Number of parts in the announcement.
Get named part or null if absent.
Number of parts.
Speaker used to play back announcer.
Synthesizer used for playing back announcer.
Part with ID is present.
Start playing if announcement parts are present.
Clear announcement parts.
Remove all parts.
Set announce parts from text.
Scans text for parts adding them. Always picks the part with the most words/characters matching. Matching is done by converting text to lowercase first. Special parts are handled using pauses.
Set custom synthesizer modifying the announcement or null if not used.
Stop and reset.
Update next remaining sample rate from synthesizer if present.
Update speaker for playing back announcer.
Call this method after modifying the parts.
Update synthesizer instance play time and curves.
Sets the play time of the synthesizer instance to the play length of the entire announcement. Sets the select and play curve to play back the desired announcement.