├── .gitignore ├── ACVoicebox.gd ├── ACVoicebox.tscn ├── Example.tscn ├── ExampleConversation.gd ├── LICENSE ├── README.md ├── Sounds ├── a.wav ├── a.wav.import ├── b.wav ├── b.wav.import ├── blank.wav ├── blank.wav.import ├── c.wav ├── c.wav.import ├── d.wav ├── d.wav.import ├── e.wav ├── e.wav.import ├── f.wav ├── f.wav.import ├── g.wav ├── g.wav.import ├── h.wav ├── h.wav.import ├── i.wav ├── i.wav.import ├── j.wav ├── j.wav.import ├── k.wav ├── k.wav.import ├── l.wav ├── l.wav.import ├── longblank.wav ├── longblank.wav.import ├── m.wav ├── m.wav.import ├── n.wav ├── n.wav.import ├── o.wav ├── o.wav.import ├── p.wav ├── p.wav.import ├── q.wav ├── q.wav.import ├── r.wav ├── r.wav.import ├── s.wav ├── s.wav.import ├── sh.wav ├── sh.wav.import ├── t.wav ├── t.wav.import ├── th.wav ├── th.wav.import ├── u.wav ├── u.wav.import ├── v.wav ├── v.wav.import ├── w.wav ├── w.wav.import ├── x.wav ├── x.wav.import ├── y.wav ├── y.wav.import ├── z.wav └── z.wav.import ├── default_env.tres ├── icon.png ├── icon.png.import └── project.godot /.gitignore: -------------------------------------------------------------------------------- 1 | # Godot 4+ specific ignores 2 | .godot/ 3 | 4 | # Godot-specific ignores 5 | .import/ 6 | export.cfg 7 | export_presets.cfg 8 | 9 | # Imported translations (automatically generated from CSV files) 10 | *.translation 11 | 12 | # Mono-specific ignores 13 | .mono/ 14 | data_*/ 15 | -------------------------------------------------------------------------------- /ACVoicebox.gd: -------------------------------------------------------------------------------- 1 | extends AudioStreamPlayer 2 | class_name ACVoiceBox 3 | 4 | signal characters_sounded(characters) 5 | signal finished_phrase() 6 | 7 | 8 | const PITCH_MULTIPLIER_RANGE := 0.3 9 | const INFLECTION_SHIFT := 0.4 10 | 11 | @export var base_pitch := 3.5 # (float, 2.5, 4.5) 12 | 13 | const sounds = { 14 | 'a': preload('res://Sounds/a.wav'), 15 | 'b': preload('res://Sounds/b.wav'), 16 | 'c': preload('res://Sounds/c.wav'), 17 | 'd': preload('res://Sounds/d.wav'), 18 | 'e': preload('res://Sounds/e.wav'), 19 | 'f': preload('res://Sounds/f.wav'), 20 | 'g': preload('res://Sounds/g.wav'), 21 | 'h': preload('res://Sounds/h.wav'), 22 | 'i': preload('res://Sounds/i.wav'), 23 | 'j': preload('res://Sounds/j.wav'), 24 | 'k': preload('res://Sounds/k.wav'), 25 | 'l': preload('res://Sounds/l.wav'), 26 | 'm': preload('res://Sounds/m.wav'), 27 | 'n': preload('res://Sounds/n.wav'), 28 | 'o': preload('res://Sounds/o.wav'), 29 | 'p': preload('res://Sounds/p.wav'), 30 | 'q': preload('res://Sounds/q.wav'), 31 | 'r': preload('res://Sounds/r.wav'), 32 | 's': preload('res://Sounds/s.wav'), 33 | 't': preload('res://Sounds/t.wav'), 34 | 'u': preload('res://Sounds/u.wav'), 35 | 'v': preload('res://Sounds/v.wav'), 36 | 'w': preload('res://Sounds/w.wav'), 37 | 'x': preload('res://Sounds/x.wav'), 38 | 'y': preload('res://Sounds/y.wav'), 39 | 'z': preload('res://Sounds/z.wav'), 40 | 'th': preload('res://Sounds/th.wav'), 41 | 'sh': preload('res://Sounds/sh.wav'), 42 | ' ': preload('res://Sounds/blank.wav'), 43 | '.': preload('res://Sounds/longblank.wav') 44 | } 45 | 46 | 47 | var remaining_sounds := [] 48 | 49 | 50 | func _ready(): 51 | connect("finished", play_next_sound) 52 | 53 | 54 | func play_string(in_string: String): 55 | parse_input_string(in_string) 56 | play_next_sound() 57 | 58 | 59 | func play_next_sound(): 60 | if len(remaining_sounds) == 0: 61 | emit_signal("finished_phrase") 62 | return 63 | var next_symbol = remaining_sounds.pop_front() 64 | emit_signal("characters_sounded", next_symbol.characters) 65 | # Skip to next sound if no sound exists for text 66 | if next_symbol.sound == '': 67 | play_next_sound() 68 | return 69 | var sound: AudioStreamWAV = sounds[next_symbol.sound] 70 | # Add some randomness to pitch plus optional inflection for end word in questions 71 | pitch_scale = base_pitch + (PITCH_MULTIPLIER_RANGE * randf()) + (INFLECTION_SHIFT if next_symbol.inflective else 0.0) 72 | stream = sound 73 | play() 74 | 75 | 76 | func parse_input_string(in_string: String): 77 | for word in in_string.split(' '): 78 | parse_word(word) 79 | add_symbol(' ', ' ', false) 80 | 81 | 82 | func parse_word(word: String): 83 | var skip_char := false 84 | var is_inflective := word[-1] == '?' 85 | for i in range(len(word)): 86 | if skip_char: 87 | skip_char = false 88 | continue 89 | # If not the last letter, check if next letter makes a two letter substring, e.g. 'th' 90 | if i < len(word) - 1: 91 | var two_character_substring = word.substr(i, i+2) 92 | if two_character_substring.to_lower() in sounds.keys(): 93 | add_symbol(two_character_substring.to_lower(), two_character_substring, is_inflective) 94 | skip_char = true 95 | continue 96 | # Otherwise check if single character has matching sound, otherwise add a blank character 97 | if word[i].to_lower() in sounds.keys(): 98 | add_symbol(word[i].to_lower(), word[i], is_inflective) 99 | else: 100 | add_symbol('', word[i], false) 101 | 102 | 103 | func add_symbol(sound: String, characters: String, inflective: bool): 104 | remaining_sounds.append({ 105 | 'sound': sound, 106 | 'characters': characters, 107 | 'inflective': inflective 108 | }) 109 | -------------------------------------------------------------------------------- /ACVoicebox.tscn: -------------------------------------------------------------------------------- 1 | [gd_scene load_steps=2 format=2] 2 | 3 | [ext_resource path="res://ACVoicebox.gd" type="Script" id=1] 4 | 5 | [node name="ACVoicebox" type="AudioStreamPlayer"] 6 | script = ExtResource( 1 ) 7 | -------------------------------------------------------------------------------- /Example.tscn: -------------------------------------------------------------------------------- 1 | [gd_scene load_steps=3 format=3 uid="uid://c0672p5njmhar"] 2 | 3 | [ext_resource type="Script" path="res://ExampleConversation.gd" id="1"] 4 | [ext_resource type="PackedScene" path="res://ACVoicebox.tscn" id="2"] 5 | 6 | [node name="Example" type="Control"] 7 | layout_mode = 3 8 | anchors_preset = 15 9 | anchor_right = 1.0 10 | anchor_bottom = 1.0 11 | script = ExtResource("1") 12 | 13 | [node name="ACVoicebox" parent="." instance=ExtResource("2")] 14 | 15 | [node name="Label1" type="Label" parent="."] 16 | layout_mode = 0 17 | offset_left = 23.0 18 | offset_top = 25.0 19 | offset_right = 485.0 20 | offset_bottom = 127.0 21 | 22 | [node name="Label2" type="Label" parent="."] 23 | layout_mode = 0 24 | offset_left = 484.0 25 | offset_top = 142.0 26 | offset_right = 1004.0 27 | offset_bottom = 243.0 28 | 29 | [node name="Label3" type="Label" parent="."] 30 | layout_mode = 0 31 | offset_left = 58.0336 32 | offset_top = 263.085 33 | offset_right = 431.034 34 | offset_bottom = 417.085 35 | 36 | [node name="Label4" type="Label" parent="."] 37 | layout_mode = 0 38 | offset_left = 548.0 39 | offset_top = 402.0 40 | offset_right = 976.0 41 | offset_bottom = 511.0 42 | -------------------------------------------------------------------------------- /ExampleConversation.gd: -------------------------------------------------------------------------------- 1 | extends Control 2 | 3 | 4 | @onready var voicebox: ACVoiceBox = $ACVoicebox 5 | 6 | 7 | @onready var conversation = [ 8 | [$Label1, "Hey look, I've made this Animal Crossing style conversation player in Godot!", 4.0], 9 | [$Label2, "Wow, this would be great for placeholder dialogue sounds in my project! How can I use this?", 3.0], 10 | [$Label3, "Check out the instructions on the repo at https://github.com/mattmarch/ACVoicebox", 4.0], 11 | [$Label4, "Awesome, I'll have a look. Thanks a lot!", 3.0] 12 | ] 13 | 14 | 15 | var current_label: Label 16 | 17 | 18 | func _ready(): 19 | voicebox.connect("characters_sounded", _on_voicebox_characters_sounded) 20 | voicebox.connect("finished_phrase", _on_voicebox_finished_phrase) 21 | play_next_in_conversation() 22 | 23 | 24 | func _on_voicebox_characters_sounded(characters: String): 25 | current_label.text += characters 26 | 27 | 28 | func _on_voicebox_finished_phrase(): 29 | if conversation.size() > 0: 30 | play_next_in_conversation() 31 | 32 | 33 | func play_next_in_conversation(): 34 | var next_conversation = conversation.pop_front() 35 | current_label = next_conversation[0] 36 | voicebox.base_pitch = next_conversation[2] 37 | voicebox.play_string(next_conversation[1]) 38 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2020 Matt March 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Godot Animal Crossing Voicebox 2 | 3 | I discovered [this Youtube video by Equalo where he makes an Animal Crossing style voice generator in Python](https://youtu.be/RYnI_ZLj5ys) and wanted to adapt it to GDScript as a fun placeholder dialogue audio system when making games with [Godot Engine](https://godotengine.org/). 4 | 5 | The letter sounds are taken from [his animalese-generator repo here](https://github.com/equalo-official/animalese-generator). 6 | 7 | Checkout [this Reddit post](https://www.reddit.com/r/godot/comments/gqyhal/i_created_a_gdscript_animal_crossing_style/) to see a video of it in action! 8 | 9 | This has been upgraded to Godot 4 thanks to [Alex](https://github.com/alexQueue), for the earlier Godot 3 version check out the `godot-3` tag! 10 | 11 | ## Usage 12 | 1. Add ACVoicebox.tscn to your scene. 13 | 2. To read a string aloud pass it like `$ACVoicebox.play_string('Your example string!')` 14 | 3. The pitch can be varied by setting `$ACVoicebox.base_pitch` between 2.5 and 4.5. 15 | 4. The `characters_sounded` signal is emitted with the spoken characters as an argument when each sound is made, it can be used to make letters appear on the screen as the dialogue is spoken. 16 | 5. The `finished_phrase` signal is emitted once all the characters have been spoken. 17 | 18 | 19 | ## Improvements 20 | * Use [AudioEffectPitchShift](https://docs.godotengine.org/en/stable/classes/class_audioeffectpitchshift.html) to vary the pitch rather than `pitch_scale` in `AudioStreamPlayer` so that we don't speed up/slow down the dialogue when changing pitch. 21 | -------------------------------------------------------------------------------- /Sounds/a.wav: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mattmarch/ACVoicebox/256d5ce4ec5ef3db00d70b25e6ffce204d1afe67/Sounds/a.wav -------------------------------------------------------------------------------- /Sounds/a.wav.import: -------------------------------------------------------------------------------- 1 | [remap] 2 | 3 | importer="wav" 4 | type="AudioStreamWAV" 5 | uid="uid://b08bpkeoxyupm" 6 | 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-------------------------------------------------------------------------------- 1 | [gd_resource type="Environment" load_steps=2 format=3 uid="uid://n1gkqer2mxj1"] 2 | 3 | [sub_resource type="Sky" id="1"] 4 | 5 | [resource] 6 | background_mode = 2 7 | sky = SubResource("1") 8 | -------------------------------------------------------------------------------- /icon.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mattmarch/ACVoicebox/256d5ce4ec5ef3db00d70b25e6ffce204d1afe67/icon.png -------------------------------------------------------------------------------- /icon.png.import: -------------------------------------------------------------------------------- 1 | [remap] 2 | 3 | importer="texture" 4 | type="CompressedTexture2D" 5 | uid="uid://dyhl3sdmt1we3" 6 | path="res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.ctex" 7 | metadata={ 8 | "vram_texture": false 9 | } 10 | 11 | [deps] 12 | 13 | source_file="res://icon.png" 14 | dest_files=["res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.ctex"] 15 | 16 | [params] 17 | 18 | compress/mode=0 19 | compress/high_quality=false 20 | compress/lossy_quality=0.7 21 | compress/hdr_compression=1 22 | compress/normal_map=0 23 | compress/channel_pack=0 24 | mipmaps/generate=false 25 | mipmaps/limit=-1 26 | roughness/mode=0 27 | roughness/src_normal="" 28 | process/fix_alpha_border=true 29 | process/premult_alpha=false 30 | process/normal_map_invert_y=false 31 | process/hdr_as_srgb=false 32 | process/hdr_clamp_exposure=false 33 | process/size_limit=0 34 | detect_3d/compress_to=1 35 | -------------------------------------------------------------------------------- /project.godot: -------------------------------------------------------------------------------- 1 | ; Engine configuration file. 2 | ; It's best edited using the editor UI and not directly, 3 | ; since the parameters that go here are not all obvious. 4 | ; 5 | ; Format: 6 | ; [section] ; section goes between [] 7 | ; param=value ; assign values to parameters 8 | 9 | config_version=5 10 | 11 | [application] 12 | 13 | config/name="ACVoicebox" 14 | run/main_scene="res://Example.tscn" 15 | config/features=PackedStringArray("4.1") 16 | config/icon="res://icon.png" 17 | 18 | [dotnet] 19 | 20 | project/assembly_name="ACVoicebox" 21 | 22 | [rendering] 23 | 24 | environment/defaults/default_environment="res://default_env.tres" 25 | --------------------------------------------------------------------------------