This would be for RMVX
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Addendum: What if it used a simple script that will call up the system to play the sounds ahead of time. That way the system doesn't count the words, but plays X number of sounds based on how how many I assign in the $command code? There could also be a variable to play a lower or higher note sound at the end of the string of sounds (and again, the system doesn't have to manually change the pitch, making separate pitch sounds myself is easy enough.)
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If this is technically impossible that's ok, but I'd like to request a script that auto-generates voices on the fly from a group of pre-selected sounds. It's probably easiest to show than to tell, so check out this vid for an example:
http://www.youtube.com/watch?v=GnA_6I4y ... re=related
Basically, there are two/three sounds per dialogue that are then altered pitch-wise and played back in the game. I know in RMVX you can change the pitch of sounds, but I have a feeling that being able to use that in-game and not have it lag/crash would be a problem, so failing that, I think a system that just plays a set of 6 sounds at different points would be best (2 unique sounds at normal pitch, the two at +50% pitch and the two at -50% pitch).
Lastly, the system would play a specific pitch at the end of sentences. Words ending in a period would play the -50% pitch, words ending in an exclamation point would play the normal pitch, and words ending in a question mark would play the +50% pitch sound.
***
Addendum: What if it used a simple script that will call up the system to play the sounds ahead of time. That way the system doesn't count the words, but plays X number of sounds based on how how many I assign in the $command code? There could also be a variable to play a lower or higher note sound at the end of the string of sounds (and again, the system doesn't have to manually change the pitch, making separate pitch sounds myself is easy enough.)
***
If this is technically impossible that's ok, but I'd like to request a script that auto-generates voices on the fly from a group of pre-selected sounds. It's probably easiest to show than to tell, so check out this vid for an example:
http://www.youtube.com/watch?v=GnA_6I4y ... re=related
Basically, there are two/three sounds per dialogue that are then altered pitch-wise and played back in the game. I know in RMVX you can change the pitch of sounds, but I have a feeling that being able to use that in-game and not have it lag/crash would be a problem, so failing that, I think a system that just plays a set of 6 sounds at different points would be best (2 unique sounds at normal pitch, the two at +50% pitch and the two at -50% pitch).
Lastly, the system would play a specific pitch at the end of sentences. Words ending in a period would play the -50% pitch, words ending in an exclamation point would play the normal pitch, and words ending in a question mark would play the +50% pitch sound.