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Posted 19 December 2012 - 01:16 AM
Posted 19 December 2012 - 05:58 AM
I think this kind of sound is really appealing and would improve my game.
Does anyone know how this is done?
Posted 19 December 2012 - 06:54 AM
I'm sure there's a better quality video out there somewhere which might help people with discerning exactly what's going on with the audio better.
Edited by black_darkness, 19 December 2012 - 07:02 AM.
Posted 19 December 2012 - 07:07 AM
Edited by Moritz P.G. Katz, 19 December 2012 - 07:10 AM.
Posted 19 December 2012 - 07:25 AM
Posted 19 December 2012 - 10:42 AM
Posted 19 December 2012 - 12:06 PM
Yes, I'd love to hear how it turns out as well.
Good luck black_darkness! Let us know how it goes.
Posted 19 December 2012 - 01:20 PM
Animal Crossing uses this, with the added bonus that it's created by using samples from FM synthesizers distorting the words in the text box. In the options, you can leave them speaking this "language" ("Animalese"), switch it to "Bebebese", which is the standard RPG blips, or just make it silent.
Each of the three games also has its own varient on this synthesizer. The GameCube game uses a slower-paced synthesizer that's actually fairy comprehensible (your Gyroid assistant is almost understandable, as is mail-lady Pelly). The Wii game, City Folk/Let's Go to the City, uses a faster-paced one that scrambles the sounds more, so it sounds more Simlish-esque and is less understandable. But the DS game is pure gibberish.
Playing the game in Spanish makes Animalese fairly understandable.
Posted 08 January 2013 - 03:52 PM
It sounds a bit like a vocal sample running through an arpeggiator. I don't know about other DAWs, but I'm sure I could make a patch in Reason if you'd like me to try.
Posted 11 January 2013 - 10:41 AM
Edited by Kristoff K., 12 January 2013 - 10:13 AM.
Posted 12 January 2013 - 10:56 PM
There's another technique for "gibberish" dialogue called Grammelot, originally used in theater, which I think is a bit more sophisticated than a procedural solution; it also produces incomprehensible dialogue.
You can hear it in games like Rayman 2 (please head to 1:40):
The technique consists of having the actor speak by joining random phonemes that recall to a certain language. It feels like talking - especially when the actor conveys emotion and intonation as he performs - but the message won't mean anything.
In case of Rayman 2 it sounds like french grammelot (probably related to the fact that the game was developed in France...).