Vocal script: Grumbler: Difference between revisions

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'''Greeting Peer guard''': You spot a social equal who is a guard, on patrol. You greet them casually.
'''Greeting Peer guard''': You spot a social equal who is a guard, on patrol. You greet them casually.


'''greeting_guardxguard_1''' "Quiet shift?"
'''greeting_guardxguard_1''' "Quiet shift?"<br>
'''greeting_guardxguard_2''' "...least I'm not the only one on this shift."
'''greeting_guardxguard_2''' "...least I'm not the only one on this shift."<br>
'''greeting_guardxguard_3''' "Haven't fed you yet either, have they."
'''greeting_guardxguard_3''' "Haven't fed you yet either, have they."


'''Greeting Civilian''': You spot a civilian/servant while you're working. No time to chat; they need to know how important your job is.
'''Greeting Civilian''': You spot a civilian/servant while you're working. No time to chat; they need to know how important your job is.


'''greeting_guardxcivilian_1''' "Go about your business."
'''greeting_guardxcivilian_1''' "Go about your business."<br>
'''greeting_guardxcivilian_2''' "Move along now."
'''greeting_guardxcivilian_2''' "Move along now."<br>
'''greeting_guardxcivilian_3''' "No time to talk...I'm working."
'''greeting_guardxcivilian_3''' "No time to talk... I'm working."


'''Greeting Superior''': You spot someone who is above you on the social ladder and greet them with respect.
'''Greeting Superior''': You spot someone who is above you on the social ladder and greet them with respect.
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'''Greeting inferior guard'''. You’re a noble and see a guard. Evaluate their performance.
'''Greeting inferior guard'''. You’re a noble and see a guard. Evaluate their performance.


'''greeting_noblemanxguard_1''' "Stay alert, man."
'''greeting_noblemanxguard_1''' "Stay alert, man."<br>
'''greeting_noblemanxguard_2''' "Earning your pay, I hope."
'''greeting_noblemanxguard_2''' "Earning your pay, I hope."



Revision as of 09:15, 29 January 2019

The "Grumbler" vocal script for male characters.

Tone and Attitude

The Dark Mod strives to have a somewhat dark, gritty, and believable tone. Characters should avoid dramatic clichés and dialogue that sounds like sitcom humour. Characters should react with genuine emotion and in ways that make sense given their personality and education level.

Dialogue should be generally modern, North American English, but with a slight renaissance flavour. The more educated the character, the more renaissance-speak is appropriate. Avoid modern-sounding words and phrases (eg, "What's up?" "See you later" or "I'm going to kick your ass"). But at the same time, this isn't Shakespeare--the dialogue has to sound fairly natural to modern English speakers.

AI Characters: "The Grumbler"

In order to create a variety of character types, vocal sets will be created for various "characters". A character, in this sense, is a distinctive voice, personality, and way of speaking.

"The Grumbler" -- a cynical complainer. He’s got a rough job and a rough life and he wants to make sure everyone knows it. He’s pessimistic and grouchy. Not well educated.

AI Non-Alert States

These barks are for AI who are not doing anything in particular. These AI are basically talking to themselves, so just like when people think out loud, the beginning and end of their dialogue will often trail off into mumbling.

State: Idle

Relaxed: You're either not working or aren’t expecting any trouble. You’re relaxed and bored and muttering to yourself.

Generic Idles: Coughs, yawns, sighs, etc… x5
Humming a simple tune: x2

idle_1 "Probably gonna be nothin’ left in the kitchen by the time I get there."
idle_2 "Arg. This gout will be the death of me…"
idle_3 "...I gotta remember to *unintelligible*…."
idle_4 "...I gotta stop betting on him….that was my pay for the bloody week."
idle_5 "A nice bit of rabbit in the stew...is that too much to ask once in a while?"
idle_6 "Bloody cold…why is it always so bloody cold?"
idle_7 "I can’t remember the last time I had a really good drink." (muttered)
idle_8 "If he thinks I’m going to do it he can think again..."
idle_9 "It’s always me. Why don’t they ask someone else once in a while?"

At Alert 0: On the job. Similar to above, but you’re working so you’re a little more alert.
Number of Wavs: 3

alert0_1 "When are they going to send someone to relieve me? It feels like I've been here forever."
alert0_2 "Bollocks, I could use an ale about now."
alert0_3 "I don’t care what he says…they’re always givin’ me the worst shifts."
alert0_4 "They don’t pay me enough for this.”

Idle, Drunk: You're drunk, making you louder, dumber, and more obnoxious than normal. This can be played for comedic value.
Number of Wavs: 4

drunk_1 "an’ he says... an’ he says, "a man’s gotta eat." As if... as if I don’t know that!"
drunk_2 "Ahh, now that was a fine girl... a fine girl indeed..." (belch)
drunk_3 (drunken singing)' "Da-de-da…my lady somethin’ somethin’..."
drunk_4 "...but I says, "that’s a big rat!" Uh huh. Yep... still a rat though..."

AI Alert States

To Alert 1/1.5: You notice something subtle but aren’t sure what it is. You are mostly talking to yourself, so you should not be particularly loud and may trail off.
Number of Wavs: 3

to_alert1_1 "Hm? What?"
to_alert1_2 "What might that be?"
to_alert1_3 "Huh? Was that something...?"

To Alert 1/1.5 + Heard: Same as above, only this one means you notice something auditory.
Number of Wavs: 3 per character

to_alert1_sound_1 "What was that sound?"
to_alert1_sound_2 "I thought I heard something..."
to_alert1_sound_3 "Hmm? A noise?"

To Alert 1/1.5 + Saw: Same as above, only you notice something with your sight.
Number of Wavs: 3 per character

to_alert1_saw_1 "Did I see something?"
to_alert1_saw_2 "Is that something over there?"
to_alert1_saw_3 "Hmm…. What’s moving?"

To Alert 2: You notice something, and it caught your attention enough to warrant checking it out. You're more certain that what you saw was suspicious, so deliver the lines with more confidence than the above.
Number of Wavs: 3 per character

to_alert2_1 "What? What was that?"
to_alert2_2 "Hmm, that's odd."
to_alert2_3 "'That’s something, I'm sure of it."

To Alert 2 + Heard: You hear something loud which you should investigate. Same as above only now it's specific to hearing.
Number of Wavs: 3 per character

to_alert2_sound_1 "What was that noise?"
to_alert2_sound_2 "Hey, what is that over there?"
to_alert2_sound_3 "That doesn’t sound right."

To Alert 2 + Saw: You saw something in the shadows which you should investigate. Same as above, only now specific to seeing.
Number of Wavs: 3 per character

to_alert2_saw_1 "What's that in the shadows? I see that!"
to_alert2_saw_2 "Hey, who's over there?"
to_alert2_saw_3 "What's moving there?"

To Alert 2 + Company + Heard: You notice something auditory with your buddy and invite him/her to help you investigate.
Number of Wavs: 2 per character

to_alert2_soundx2_1 "Did you hear that? Help me look around."
to_alert2_soundx2_2 "Huh, did you hear something?"

To Alert 2 + Company + Saw: You notice something visually amiss with your buddy and start to investigate.
Number of Wavs: 2 per character

to_alert2_sawx2_1 "Was that... did you see something?"
to_alert2_sawx2_2 "I saw something... come with me."

To Alert 3: You see or hear something that makes it pretty clear that there's someone there, but you don't know exactly who or where they are. You’re not very happy that your shift has been disturbed.
Number of Wavs: 5 per character

to_alert3_1 "Who goes there? Show yourself!"
to_alert3_2 "Hey, come out and show yourself at once!"
to_alert3_3 "Alright, stop hiding back there and come out where I can see you."
to_alert3_4 "Who’s that?"
to_alert3_5 "Alright, I know you’re there. Come out."

Returning to Alert 0, generic: You saw or heard something suspicious, but you can't find any evidence of anything serious. It was probably nothing. This bark will often accompany an animation of the AI putting his hands on his hips and looking around. Frustration, good-natured 'shrugging it off' and wary perplexion are all appropriate reactions.
Number of Wavs: 3 per character

to_0_1 "Hmmm, nothing now..."
to_0_2 "My nerves are getting the best of me."
to_0_3 "Good. I was hoping it was nothing."

Returning to Alert 0, hearing: As above, but you thought you'd heard something.
Number of Wavs: 3 per character

to_0_sound_1 "Been here so long I'm hearing things."
to_0_sound_2 "Must've been rats."
to_0_sound_3 "Huh. Probably my own bloody stomach."

Returning to Alert 0, sight: As above, but you thought you'd seen something.
Number of Wavs: 3 per character

to_0_saw_1 "Just shadows, I guess."
to_0_saw_2 "Probably just a bat…or something."
to_0_saw_3 "Who knows what could be running around here."

Returning to Alert 0 after search: Even though you're certain you saw someone, you've searched around and can't find them. This bark is played as you give up the search. You’re half annoyed and half-relieved that you might be able to relax again.
Number of Wavs: 5 per character

to_0_search_1 "Bah, bloody *incomprehensible*... always wasting my time."
to_0_search_2 "I’m not searching about any more. Let someone else do it."
to_0_search_3 "I’m not going to look forever... he’s probably long gone."
to_0_search_4 "Well, he’s not here anymore. Maybe I can get off early after all."
to_0_search_5 "Probably just some bloody kids messing around."

Return to Alert 1: You have confirmed there is an intruder but he's given you the slip. You've searched for him, but haven't been able to find him. You're giving up for now but you aren't letting your guard down.
Number of Wavs: 5 per character

to_0_spotted_1 "He’s probably still around somewhere…better be careful."
to_0_spotted_2 "Well, I can't search forever."
to_0_spotted_3 "I've earned my pay for the evening. Someone else can finish him."
to_0_spotted_4 "Bah, that’s it. I'm going back to..." (incomprehensible)
to_0_spotted_5 "Come back on someone else’s shift, you coward."

Return with help, spot player: You have run away from the player, gotten help, and returned. The player is still there, so you call out excitedly.
Number of Wavs: 2 per character

gotten_help_1 "I told you there was someone here."
gotten_help_2 "See? See?? Right where I said."

Return with help, lost player: You have returned with help but the player is no longer visible.
Number of Wavs: 2 per character

gotten_help_gone_1 "There was someone here... I swear it!"
gotten_help_gone_2 "Well he was here..."

Recently Saw Player: You just saw the player not too long ago, but the player escaped. Now, you're telling your comrade that there is an intruder and that you have seen him.
Number of Wavs: 3 per character

saw_playerx2_1 "Stay sharp, we have an intruder somewhere."
saw_playerx2_2 "Pass the word, there’s a thief about."
saw_playerx2_3 "Be alert. I saw an intruder."

AI Searching

You are actively looking for the intruder, and are either muttering to yourself or taunting them.

Suspicious Search: You saw or heard something and are now checking it out. Could be nothing, but it’s your job. Number of Wavs: 5 per character

search_1 “Hey, is someone there?” search_2 “Hmm, anything going on here?” search_3 “Anything suspicious?” search_4 “Is someone back here?” search_5 “Anything here?”

Agitated Search: You're wandering around looking for some kind of intruder, but you're not 100% sure there is one. There is still a slight edge of uncertainty to your voice. Number of Wavs: 5 per character

search3_1 "If there's someone here, you better come out." search3_2 "There are only so many places to hide, you know." search3_3 "This better not be someone's idea of a joke." search3_4 "Come out and let's end this." search3_5 "The longer I have to search the angrier I'm going to get..."

Investigate Alert 4: You know for sure there is an intruder, and you're looking for him. No uncertainty now--you're deadly serious. Number of Wavs: 5 per character

search4_1 "You can't hide forever!" search4_2 "Get out here and face me! I'm tired of all this searching." search4_3 "What kind of coward are you, hiding like that?" search4_4 "All I wanted was a nice quiet shift...now there's going to be blood." search4_5 " Come on, show yourself. Lets's make this easy for both of us. "

Investigate Alert 4, civilian: As above, but you can’t fight anyone, so you’re scared at what you might find. These lines should be delivered with a mixture of bravado and uncertainty. Number of Wavs: 3 per character

search4_civilian_1 “Hey, this isn’t funny. Come on out” search4_civilian_2 “If you’re here I can find you… I’m pretty good at this.” search4_civilian_3 “Would you just show yourself? This isn’t even my job.”


Combat and Pursuit

You have spotted the player and identified him as an intruder. You are either attacking, or preparing to attack. If you're a noncombatant, you're getting ready to flee. Either way you want to draw a lot of attention to yourself, so you are generally shouting loudly.

Spotted the Player, combatant: You see the player and are preparing to attack. Number of Wavs: 5 per character

spotted_combat_1 "All right, let's get this over with!" spotted_combat_2 "Ah ha! Now I've got you!" spotted_combat_3 "There you are! Hrraarr!" spotted_combat_4 "All right you dog, the sooner I kill you the sooner I can eat." spotted_combat_5 "Now I'm really angry!"

Spotted the Player, combatant, with help: You're with friends when you finally spot the player. Number of Wavs: 2 per character

spotted_combatx2_1 "Ho! Look there! A Thief!" spotted_combatx2_2 "To arms! There's an intruder!"

Spotted the Player with a Body, combatant: You see the player carrying a dead or unconscious person. Number of Wavs: 1 per character

spotted_combat_body_1 "Hey! Put that body down and surrender!"

Spotted the Player, noncombatant: You're scared. You see the player and are preparing to flee. Number of Wavs: 5 per character

spotted_civilian_1 "Help, there's an intruder!" spotted_civilian_2 "A Thief! Someone help!" spotted_civilian_3 "Oh! An intruder! Stay back!" spotted_civilian_4 "Hey, you don't belong here!" spotted_civilian_5 "I've got get out of here!"

Running Away for help: You're fleeing, either because you don't know how to fight, or you tried to fight and are badly hurt. Call out to for help. Number of Wavs: 3 per character

fleeing_1 "Help me! HELP!!!" fleeing_2 "I just want to go home!" fleeing_3 "Don't hurt me!"


Coming to assist: A comrade called for help (or you heard sounds of a fight) and you are on your way to assist them. You're not very happy about it though. Number of Wavs: 2 per character

combat_assist_1 "Hold on. I'm coming." combat_assist_1 "Yeah, I'll help."


Frustrated: The player is out of reach (such as standing on a stack of crates or across a chasm) and you can't reach him. You're angry and frustrated. Number of Wavs: 4 per character

frustrated_1 "You think you're safe there? Come here and fight me!" frustrated_2 "Why make this last longer than it has to?" frustrated_3 "Coward!" frustrated_4 "Hey, he's right here! Come and help me!"

Throw Object at Player: The player is out of reach (such as standing on a stack of crates) and you can't reach him. You're angry and throw something. Number of Wavs: 3 per character

missile_generic_1 "Take THAT!" missile_generic_2 "Coward! How'd you like a taste of this?" missile_generic_3 "You think you're so clever? Take this!"

Shooting: You're shooting arrows at the player. Number of Wavs: 2 per character

archer_1 "I've got plenty of arrows...you take one!" archer_2 "Too bad for you, I'm a great shot."

Attacking : You're grunting and attacking Number of Wavs: 3

attacking_1 "Take this!!" attacking_2 "Arg!" attacking_3 “Hiya!”

Hit the Player: You just thwacked the player with your weapon. Celebrate and ask him how it feels. These need to be said quickly, as the fight is still going on.

Number of Wavs: 3 per character

attacking_hit_1 "Good, this will be over quick." attacking_hit_2 "That will teach you to bother me!" attacking_hit_3 "Take that, you dog."


Hit the Player + Company: Same as above only your partner is nearby. Brag about hitting the player. Number of Wavs: 2 per character

attack_hitx2_1 "Look at him bleed!" attack_hitx2_2 "I got him!"


Hit By the Player No Damage: The player tried to blackjack you but failed. What an idiot. Number of Wavs: 1 per character

failed_ko_1 "Ow, Wha--? You'll pay for that!"


Blocked by the Player/Hit by player: The player has hurt you a bit or blocked your attack.

player_blocked_1 "You were lucky that time!" player_blocked_2 "I made that too easy." player_blocked_3 "So you do have some fight in you."

Die Quiet: You got assassinated or blackjacked and are going down. Make a grunt, but as the name suggests, it's kind of quiet. This should only be about a second in length. Number of Wavs: 3 male

die_quiet_1 "UNH" die_quiet_1 "Arg" die_quiet_1 "HHnnnn..."

Die Loud: Yep. You're dead. Theatrics are welcomed here, though not too over the top. This should be about 2 - 4 seconds in length.

die_loud_1 "GAHHHHHHHHHHH" die_loud_2 "Noooo....." die_loud_3 "Arggghh...curse you...." die_loud_4 "Haaaarg...*gurgle*"


Blinded: You have been blinded by a flash of light. Number of Wavs: 1 per character.

blinded_1 "Wh… I can't see!"

Gassed: You have been gassed. Cough, sputter and pass out. This should be quick-a second or two at most (it's fast gas). Coughing can be shared among characters Number of Wavs: 1

gassed_1 "..cough cough"

Drowning: You are drowning. Gurgle and choke. Number of Wavs: 1

drowning_1 "Gurgle"


Find States

You have found or observed something that looks out of place. You aren't seeing or hearing the player, but something that might be a sign that an intruder was here earlier. Since you don't expect anyone is nearby, you're mostly talking to yourself.

Suspicious Item, Generic: There is something nearby which should not be there or something which is amiss (such as when a guard notices that a chair is knocked over). However, you're not going to get too worked up. It just seems strange to you. Number of Wavs: 4 per character

suspicious_item_1 "Hmmm, that's not right." suspicious_item_2 "'...strange..." suspicious_item_3 "How did that happen?" suspicious_item_4 "Now who might have done that?"

Notice Weapon: There is a weapon lying around. How did it get there? Number of Wavs: 2 per character

notice_weapon_1 "A weapon?" notice_weapon_2 "Who left a weapon lying around?"

Notice Door Open: There is a door open that shouldn't be. Number of Wavs: 2 per character

notice_door_1 "Who left this door open?" notice_door_2 "No wonder there's a draft..."

Notice lights off, generic: The lights are off, but shouldn't be--these can be used for all types of light. Number of Wavs: 3 per character

notice_lights_1 "Who turned out the light?" notice_lights_1 "Whose job is it to keep that lit?...not mine." notice_lights_1 "How am I to do my job in the dark?"

Notice lights out, flame: You notice a torch or candle that should be lit has gone out. Number of Wavs: 3 per character

notice_lights_flame_1 "Bah, the wind is always putting those out." notice_lights_flame_2 "When did that go out?" notice_lights_flame_3 "Who put that out?"

Relight light, flame: You notice that a light source is out. You relight it. Number of Wavs: 2 per character

light_relight_1 "This is the last time I relight this damn thing tonight!" light_relight_2 "Why can't they put some decent lighting in here?"


Refuse to relight Torch: You notice that a flame is out. Refuse to relight it. Number of Wavs: 2 per character

light_refuse_1 "It's not my job to relight those things." light_relight_2 "Bah, no point in relighting it if it keeps going out."


Notice Blood on Floor: There is blood on the floor. Obviously something serious is going on. Number of Wavs: 3 per character

notice_blood_1 "Blood? That can't be good..." notice_blood_2 "Great. Why do these things always happen on my shift?" notice_blood_3 "What happened here?"


Found Generic Body: You find a body on the ground. Number of Wavs: 2 per character

notice_body_generic_1 "Someone fetch a surgeon!" notice_body_generic_2 "Hey! A body!"

Found Female Body: You find the body of a woman on the ground. Number of Wavs: 1 per character

notice_body_female_1 "Help! There's a woman hurt!"

Found Male Body: You find the body of a man on the ground. Number of Wavs: 1 per character

notice_body_male_1 "There's a man on the ground here!"


Found Body Dead: You find a body of someone obviously dead. Number of Wavs: 3 per character

notice_dead_1 "Murder! Someone's been killed!" notice_dead_2 "Dead? Who did this!" notice_dead_3 "Raise the alarm!"

Found Female Body Dead: You find the dead body of a woman on the ground. Number of Wavs: 1 per character

notice_dead_female_1 "She's dead! Who would do such a thing?"

Found Male Body Dead: You found a man, dead on the ground. Number of Wavs: 1 per character

notice_dead_male_1 "Murder! There's a man killed!"

Found Body comrade: You find a comrade, dead on the ground. Number of Wavs: 2 per character

notice_dead_friend_1 "Damn my eyes! Someone's killed one of ours." notice_dead_friend_2 "Bloody villain! I'll find out who did this!"

Recently Found Body: You recently found a body and are relaying the information to a friend. Number of Wavs: 2 per character

notice_deadx2_1 "Be careful, there's a murderer on the loose!" notice_deadx2_2 "Watch yourself, someone's been killed by an intruder."


Had pocket picked: You had something on your belt, and now it's gone! That's pretty suspicious...though it's possible it *might* have fallen off, so it's not absolute proof of an intruder. Number of Wavs: 3 per character

notice_pickpocket_1 "Wha--where'd it go?" notice_pickpocket_2 "Huh? it's gone?" notice_pickpocket_3 "Heyyy...[supicious] did I drop that somewhere?"


Found Something Missing: There is something significant missing that shouldn't be. You've obviously been robbed and you know it. Number of Wavs: 3 per character

notice_absence_1 "There's a thief in the building!" notice_absence_2 "Hey, that shouldn't be missing!" notice_absence_3 "Who could have taken it?"


Recently Found Something Missing: You know you've been robbed and you're telling your buddy about it. Number of Wavs: 2 per character

notice_absencex2_1 "We've been robbed! Be on the lookout for an intruder." notice_absencex2_2 "There's a burglar around here somewhere."

Greetings

Greeting Peer guard: You spot a social equal who is a guard, on patrol. You greet them casually.

greeting_guardxguard_1 "Quiet shift?"
greeting_guardxguard_2 "...least I'm not the only one on this shift."
greeting_guardxguard_3 "Haven't fed you yet either, have they."

Greeting Civilian: You spot a civilian/servant while you're working. No time to chat; they need to know how important your job is.

greeting_guardxcivilian_1 "Go about your business."
greeting_guardxcivilian_2 "Move along now."
greeting_guardxcivilian_3 "No time to talk... I'm working."

Greeting Superior: You spot someone who is above you on the social ladder and greet them with respect.

greeting_xnobleman_1 "Greetings your Lordship."

greeting_xnoblewoman_1 "Greetings my Lady."

greeting_xpriest_1 "God keep you, Father."

Greeting superior guard: You're a civilian and see a guard on patrol. You're not impressed, but you don't want to piss them off.

greeting_civilianxguard_1 "Glad they've got someone on patrol."
greeting_civilianxguard_2 "Yeah, yeah, I’m moving along."
greeting_civilianxguard_3 "Don't mind me."

Greeting Peer: You're a civilian and see a fellow. Greet them casually.

greeting_civilianxcivilian_1 "Greetings."
greeting_civilianxcivilian_2 "Hello there."
greeting_civilianxcivilian_3 "Looks like the weather is getting worse, huh?"

Greeting inferior. You're a noble and see a civilian. You're better than them.

greeting_noblemanxcivilian_1 "Step aside there."

Greeting inferior guard. You’re a noble and see a guard. Evaluate their performance.

greeting_noblemanxguard_1 "Stay alert, man."
greeting_noblemanxguard_2 "Earning your pay, I hope."

Generic Responses: These should be said fairly monotone and noncomittal, as they could be replies to many different greetings.

response_1 "Yeah, yeah."
response_2 "Uh huh."
response_3 "Right."

Response to superior. A superior has spoken to you. As above, but reply stiffly.

response_superior_1 "Yes, sir."
response_superior_2 "Whatever you say."

Alert_Idle: You have gone back to your post, but you know there’s an intruder on the premises.

alert_idle01 "Great, now I got to stay alert all night."
alert_idle02 "Maybe I’ll be lucky and he’ll go a different way."
alert_idle03 "Had to happen on my shift."

Lost track of enemy: you have been charging the enemy, but now you lost him, he's probably hiding somewhere.

lost_player01 "What?! Where’d he go?"
lost_player02 "Huh? He was right here."
lost_player03 "Great. Now I have to find you again."

Suspicious, warn friend: You have seen non-specific evidence of an intruder, and are warning a friend about it.

warn_friend01 "I’m pretty sure something’s wrong..."
warn_friend02 "Be ready for a long night…there could be an intruder."
warn_friend03 "I think we’ve got trouble."

Killed Player: You’ve just killed the player. Taunt them as they die.

Killed_player01 "I bet I’ll have to clean this up now."
Killed_player02 "It’s over, finally."
Killed_player03 "Maybe now things can get back to normal."

Generic Sounds:

Pain: grunts, small and large... x2 each

Sleeping sounds: snoring, smacking lips, mumbling, etc. x2

See also