Closed ngtban closed 2 years ago
Dolores Dei-DREAM SEAFORT DOLORES DEI-475
and Dolores Dei-DREAM SEAFORT DOLORES DEI-477
.actor
being 0 do not have dialogue text, so I don't have to care about them.id
= 981, conversation_id
= 995.Inland Empire-WHIRLING F2 DREAM 2 INTRO-40
There are around 640 dialogue entries that should have a corresponding dialogue text, as they each have an audio file associated with them. To get the transcription for those entries, I would need to navigate the conversation graph and follow the conditions checking logic for each node, which I think is rather complicated and not worth the time. I believe the rest of the audio clips are enough to train the vocoder.
I'm seeing cases where audio clips are marked by incorrect actors. One example is the audio clip named Kim Kitsuragi-YARD TRASH-390
. Node 390 in the conversation has its actor
id being 215 (which is the Trash Container
), but the actual speaker is Kim!
Looks like the writers forgot to add matching quotes in some dialogue entries. An example being the de with conversation id 23, dialogue entry id 662.
I found where the joke endings are stored: they are all within a conversation with id 1427. None of the dialogue entries have text, the content is stored within scripts instead. Might need a mini parser.
I need to build a database of the audio clips and figure out the speaker of each clip.
Generally the name of each asset follows this format:
alternative-(Alternative Number)-(Character Name/Skill/Object under Examination)-(Location of Conversation) (Point of Focus) -- (Alternative Marking)-(Conversation Node)
The "alternative" prefix, alternative marking, location of conversation are optional.