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10.
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This is done by creating voice files that match the identifier for each line of dialogue. To determine the identifiers to use , first export the dialogue to a spreadsheet by choosing from the launcher "Extract Dialogue", "Tab-delimited Spreadsheet (dialogue.tab)", and "Continue". This will produce a file, dialogue.tab, that can be loaded in a spreasheet program.
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(no translation yet)
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Located in
../../source/voice.rst:68
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11.
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The first column of the spreadsheet is the identifier to use, with other columns giving more information about the dialogue.
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(no translation yet)
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Located in
../../source/voice.rst:74
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12.
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To make Ren'Py automatically play voices, set :var:`config.auto_voice` to a string containing `{id}`. When dialogue occurs, `{id}` is replaced with the dialogue identifier, forming a filename. If the filename exists, it is played.
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(no translation yet)
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Located in
../../source/voice.rst:77
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13.
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For example, if we have::
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(no translation yet)
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Located in
../../source/voice.rst:82
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14.
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And the dialogue identifier is ``demo_minigame_03fc91ef``, then when the corresponding line is shown, Ren'Py will look for the file ``voice/demo_minigame_03fc91ef.ogg``. If the file exists, Ren'Py will play it.
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(no translation yet)
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Located in
../../source/voice.rst:86
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15.
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Voice Functions
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(no translation yet)
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Located in
../../source/voice.rst:93
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16.
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Plays `filename` on the voice channel. The equivalent of the voice statement.
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(no translation yet)
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Located in
../../source/inc/voice:5
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17.
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`filename`
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(no translation yet)
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Located in
../../source/inc/voice:11
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18.
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The filename to play. This is used with :var:`config.voice_filename_format` to produce the filename that will be played.
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(no translation yet)
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Located in
../../source/inc/voice:9
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19.
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`tag`
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(no translation yet)
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Located in
../../source/inc/voice:20
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