In the ‘Going Home’ GDD it is mentioned that the characters would make noises while talking that sound like nonsense but fit with the words enough to create some sort of rhythm.
Many other games use this method such as animal crossing and the Zelda franchise. They often have “beep boop” sounding noises playing on the word or vowel of the dialogue. I believe another game that does this is Undertale and most people call them “barbel” noises.
Initial idea
As I am not sure on how to do this I’ve come up with an idea for a method that could work and will test it to see if it does.
- Store each word from the dialogue in a list/array
- When each word is called from the list, the algorithm will check to see if its a different word (by using its index within the list).
- An audio player will be triggered IF the next word is played (if NewWord is not equal to PreviousWord)
- The audio that will be played will be a random section of an audio sample.
Potential problems: the next audio clip could play so close after the first one that they all merge or cut each other off half way through. A fix could be to create a timer that writes out the text (like in a typewriter style)
In order to complete this task I need to: figure out how to create an audio clip with sample sections.
Create the dialogue and test the sound with it.
