Fictional Language Dialogue System - Max/MSP
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    The Fictional Language Dialogue System generates dialogue lines for aliens and creatures in video games. The main purpose is to simplify the proc… Read More
    The Fictional Language Dialogue System generates dialogue lines for aliens and creatures in video games. The main purpose is to simplify the process of recording and editing thousands of dialogue lines. Phrases are created by concatenating and recombining phonemes and non-vocal sounds, producing the illusion of a language. The system uses different fixed and probability settings of pitch, pace, pauses, and volume variations, in order to express specific moods that would match the emotions of the characters. Several layers of sounds can be included to add common elements and bind sounds together, providing a natural feel to the language. Software used: Max/Msp and Pro Tools. Read Less
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OVERVIEW
System that generates fictional languages for aliens and creatures in video games. The main purpose is to simplify the process of recording and editing thousands of dialogue lines. This project was developed in MAX/MSP and presented for my Master's dissertation.

Phrases are created by concatenating and recombining phonemes and non-vocal sounds, producing the illusion of a language. The system uses different fixed and probability settings of pitch, pace, pauses, and volume variations, in order to express specific moods that would match the emotions of the characters. Several layers of sounds can be included to add common elements and bind sounds together, providing a natural feel to the language. Software used: Max/Msp and Pro Tools

PATCH DETAILShttp://bit.ly/18vSdm0 (Article with MAX/MSP patch details)
Examples of the FLDS using samples of my own voice.
Examples of the FLDS using pig vocalizations.
The basic structure of the system consists in concatenating morphemes to build words, and creating series of words that play one after the other, with occasional pauses in between. In order to achieve this, the main series of events is constructed as follows:

Morpheme (similar to a syllable) – Phoneme (or clicks, unifying sounds) – Breathing/Hesitation tag (or filled pause) – Delay


Morphemes are compulsory and the other elements are optional. The user can configure the settings of these variables and establish which morphemes to play depending on the mood, which and how many unifying sounds or clicks to include within the words, the percentage of breathings or hesitations in a phrase, and the probabilities of obtaining pauses. After configuring these settings, the user must specify a sentence length that will define how many series should be created. 

The user can also choose to end phrases with question ending.
 
Dissemination