Sentences are the voice-acting backbone of the sound system. The definitions for each games' voice acting are stored inside `sound/sentences.txt`. # Syntax {#syntax} Each line is a new sentence group. `GROUPNAME [PARAMETERS] SAMPLES` Real-world example: **`MALETEST`**` attention(p120) male/hello how are you` The above example lists 5 samples that'll get played. If a sample is not in a sub-directory, it'll be assumed to be part of the **vox** sub-directory, or the last valid path of a previous sample. For example `attention male/hello how are you` plays the following samples: **`vox`**`/attention.wav male/hello.wav male/how.wav male/are.wav male/you.wav` *When parameters are surrounded by spaces, this means they apply to all current samples.* They can be overwritten later down the parsing. When a parameter is attached to a sample, e.g. `attention(p120)` Then this parameter only applies to said keyword. Whereas... `(p120) attention everyone alive` Will apply the pitch effect to all three succeeding samples. ## Parameters {#parameters} - (pXX) = Pitch. Valid values are from 50 to 150. - (vXX) = Volume. Valid values are from 0 to 100. - (sXX) = Start point in %. E.g. 10 skips the first 10% of the sample. - (eXX) = End point in %. E.g. 75 ends playback 75% into the sample. - (tXX) = Time shift/compression in %. 100 is unaltered speed, wheras 50 plays the sample back in half the time. # Usage {#usage} When an entity, say, a **scripted_sentence** wants to play a sentence, it'll prefix it with an exclamation mark ( **!** ). For example: `"sentence" "!GM_SUIT"` Will play: `GM_SUIT gman/gman_suit` [Category: Nuclide Scripting](/Category:_Nuclide_Scripting "wikilink")