SentenceConfig
type SentenceConfig = {
pause?: boolean | number;
voice: Sound | null;
character: Character | null;
voiceId: string | number | null;
color?: Color;
metadata?: SentenceMetadata;
avatar?: DialogAvatar | false;
} & Font;For SentenceMetadata, see below. For DialogAvatar, see Dialog.
User-facing partial config is SentenceUserConfig.
For Font, see Font.
pause
Whether / how long to pause after the sentence. boolean or duration.
voice
The voice that will say the sentence.
If you specify voice, voiceId is ignored.
character1.say("hello!", {
voice: new Sound({
src: "/your/path/to/voice.mp3"
})
});voiceId
Unique identifier for the voice. It can be a string or a number.
For example, if you have a lot of voice files, you can use voiceId to pick a file.
const voiceScene = new Scene("voice-scene", {
voices: {
"a_1_1": "/your/path/to/voice.mp3"
}
});
voiceScene.action([
character1
.say("hello!", {
voiceId: "a_1_1"
}),
]);Or use a handler to resolve paths:
const voiceScene = new Scene("voice-scene", {
voices: (id) => `/static/game/sound/bgm/${id}.mp3`
});character
The character that speaks the sentence. Overrides the previous character when set.
color
Text color for the sentence.
new Sentence("hello!", {
color: "red"
});
new Sentence("hello!", {
color: "#ff0000"
});
new Sentence("hello!", {
color: {
r: 255,
g: 0,
b: 0
}
});metadata
Runtime-only object attached to the sentence (SentenceMetadata, Record<string, unknown>). Not serialized with save files. Use plain serializable data when possible. Read back via Sentence.getMetadata().
avatar
Per-line dialog avatar override: static source, resolver, or false to hide the avatar for this line. See Dialog.