[–] 2 points 1 month ago* (last edited 1 month ago)

Something else: if I had decent amount of music in a game I'd probably go with a MIDI soundfont.

These can be pretty hefty too, though there is the Arachno soundfont which is ~71MiB for a decent selection of instruments. Which I'd trim down to only the ones I actually use (especially since it directs you to credit soundbank creator info individually). Though I think many of the instruments probably depend on dynamics (like note velocity from a MIDI keyboard) to sound good.

Similar for synthesized sounds (non-AI), like sfxr variants, though those might fall on the retro side. And that won't offer complex stuff, voices maybe could use something like DECtalk but I can't imagine getting that up-and-running and also getting it to be multi-platform (I don't like how most modern TtS options sound, MacInTalk/PlainTalk was also iconic though I've never had the hardware EDIT: I just noticed this so maybe it's not impossible. Maybe even use the available WASM as a library via WASI?).

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  • [–] 5 points 1 month ago* (2 children)

    Seen this here before, I don't live on the planet where this structure makes sense. By which I mean reading file-names from spreadsheets, one-part-of-many being multi-gig, and file sizes not even stated. I guess maybe torrents could save this if you can actually use that to select which files you want, which would still be a gamble.

    Specifically because I don't have fiber internet. So no, If I make anything I'm going to make mediocre audio. Both in terms of content and a significantly lower sample rate, though the last thing I made I had to step it up a bit for drums so they didn't sound like they were underwater (although probably would still sound bad to someone with speakers more expensive than my entire computer and then some).

    Side-note, the link is broken because you didn't include a https://.

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  • [–] 4 points 1 month ago

    This is only anecdotal, but I generally find that what I'll call the "raw" information density difference between written Japanese and English is pretty small. There's maybe a small advantage in Japanese.

    In theory, Japanese should have a big advantage due to kanji, but once you account for having to display them at a larger size to keep them readable, plus all the other kana writing that's still necessary, you lose almost all of it.

    So why does there still seem to be so much more English text, and what do I mean by "raw" information density? Well, I'm talking about directly equivalent, often overly literal translations. To say virtually the exact same thing in both languages takes approximately the same amount of text. But Japanese in actual usage is highly contextual. You can leave out a substantial fraction of words that would be necessary in English for a grammatically correct sentence, and not only remain understandable in Japanese, but correct enough to pass muster on a written language test.

    It's entirely normal and common to omit not just subjects, but even verbs and entire clauses which the speaker assumes can be understood from context. Unfortunately a lot of this context is cultural rather than situational, and it was a real stumbling block for me for a few years. It still trips me up fairly frequently.

    When someone translates this text from Japanese, it's usually necessary to reintroduce multiple things that were left out, in order to write sentences that flow naturally in English.

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  • [–] 7 points 1 month ago

    I'm adding this as a separate comment, but I do have to agree with some of the other commenters that there is a lot of AI trash in the game right now. I know it's an alpha version and you are a small studio, and personally I think it's fair to leverage it to get a working prototype up, but I think replacing the AI assets/code wherever they're used needs to be the priority as a next step for the game.

    The game play loop is interesting and the theme is really cool and unique so if you can transition to real art instead of AI I think the project has legs, good luck!

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  • [–] 5 points 1 month ago

    In Japanese, a single katakana can be like three letters long. ツツツ vs Tsutsutsu. 動物の森 (four 'characters') translates to Dōbutsu no Mori (thirteen characters, two spaces) but that's just romanization - it translates to Animal Forest (twelve characters, one space) which is localized to Animal Crossing (14c 1s).

    Of course, sometimes it works the other way - ありがとうございます、先生 becomes thank you, sensei (but, this is just respectful thank you so could also be localized as 'sir' instead) you'll notice there's only 13 characters though, so you'll need 16 total spaces to directly translate the text.

    TL;DR - information density.

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  • [–] 1 point 1 month ago

    As for lip syncing, I have always thought that translation services, particularly for animated works, should be able to adjust the mouths of the characters for the purposes of adjusting lip syncing. Different languages have different cadence, speed, etc.

    You could just not care about lip sync, like old Godzilla and kung fu theater type films, but for animated works it seems like the editing would be pretty easy and minimally invasive. It could free up the lip syncing for more accurate translation. At the same time, the facial expression would still need to match the original intention of the character.

    I recently watched a series that used some kind of generative AI for lip syncing in the English dub, as the show was originally Japanese, but it was a live action show. In theory, this was a pretty good use of AI, at least to me, but in practice it ended up looking really weird because the mouth movements didn't match exactly the voices AND the lighting was slightly different. It ended up being really distracting in the end. The technology isn't really there yet for it to be convincing for live action, but I don't see an issue for this for animated works.

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