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27 changes: 25 additions & 2 deletions app/wiki/actors/page.mdx
Original file line number Diff line number Diff line change
Expand Up @@ -76,7 +76,30 @@ If your character is going to be speaking, you'll want to give them a portrait.

### Voices

Again, if they're gonna be speaking, they'll need a voice, too!
Again, if they're gonna be speaking, they'll need a voice, too!

**But, how exactly do we add voices?**

As we can see in the Kris actor, they don't have a voice.

To add a voice, we first must create a `voice` folder inside `assets/sounds`. Make sure that is a **.wav** for it to work at its finest. NOTE: Do not change the file extension, that won't do anything. Use a converter if need be. (Enable file extensions if you haven't already, it's very handy for coding in general.)

Now what do we do?

Let's take a look at our actor. Let's set a voice for Kris, or your custom actor!

Our actor's `self.voice` property is what handles this. Remember how we made our voice folder? For this specific instance, you do **NOT** need to specify the folder!

Place your sound in that voice folder, and then set `self.voice` to it! (Don't forget to make it a string!)

For example, in Kris' actor `:init()` I will set their voice to

```lua
self.voice = "kris"
```
Keeping in mind that we have a `kris.wav` `in assets/sounds/voice`.

Now, everytime Kris speaks(which will be never) this voice should play! Hooray, we did it!

### Blushing

Expand Down Expand Up @@ -222,4 +245,4 @@ These functions can be distinguished by the **on** and **pre** prefixes as well
Rather than writing code that works with `self`, we use `sprite`, which is an **ActorSprite instance** instead!

We could go through them all here, but they're conveniently available on the [API Reference for Actor](/wiki/api/Actor) already.
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