03-16-2022, 05:26 AM
(This post was last modified: 03-16-2022, 06:46 AM by Kain Nobel.)
You seem to use a lot of voice overs. I could only imagine how large your SE folder is (if that's where you're storing them). I'd be curious to see your work flow with the deployment of these voice overs, how you organize them, what your logic is to keep it all managed, and what challenges are posed when doing a game with a lot of voice work. I don't see too many RM games with the amount of video and voice work that you have and I don't have any first hand experience managing stuff like that.
I'm writing some brainstorming notes on your suggestions, and writing a blurb about expanding the Audio module with VO (Voice Over) support, and how it might be different from other Audio categories, how it might be organized, how it might be deployed. VO is probably an edge case (most people probably won't be using it (or maybe they would?)) but it's definitely on the list of things that could be explored and possibly implemented in the future. I make no promises.
Thank you for your input ^_^ And your entertaining videos!
I'm not going to clutter this topic with further discussion, but you're welcome to brainstorm with us (>>LINK<<).
I'm writing some brainstorming notes on your suggestions, and writing a blurb about expanding the Audio module with VO (Voice Over) support, and how it might be different from other Audio categories, how it might be organized, how it might be deployed. VO is probably an edge case (most people probably won't be using it (or maybe they would?)) but it's definitely on the list of things that could be explored and possibly implemented in the future. I make no promises.
Thank you for your input ^_^ And your entertaining videos!
I'm not going to clutter this topic with further discussion, but you're welcome to brainstorm with us (>>LINK<<).