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YapYapLanguageAPI is a BepInEx mod for the game YAPYAP that allows players and modders to add custom languages for voice commands. It provides a framework for registering new language packs, including voice recognition models and grammar files, and integrates them into the game's settings menu.
Adding a new language involves providing a Vosk model, a localisation file with command grammar, and a definition in languages.json.
Upon first run, the API will create the following structure inside your BepInEx/plugins/ directory:
BepInEx/plugins/ ├── YapYapLanguageAPI.dll ├── languages.json ├── Models/ └── Localisation/
Let's add a Dutch language pack as an example:
Vosk Model: Download or create a Vosk model for your desired language. Place it in a new subfolder within the Models directory.
Localisation File: Create a .txt file in the Localisation directory. This file will map game actions to spoken words.
The format for the localisation file is key :: word1 word2 word3. Each line defines a command. The key corresponds to an in-game action, and the words to the right are the voice triggers for that action.
Example content for dutch.txt:
SPELL_ARC_ASTRAL_EYES :: ASTRALE OGEN
SPELL_ARC_BLINK :: FLITS
SPELL_ARC_GRAB_ANA :: GRIJP ANA
SPELL_ARC_LUX_ANA :: LICHT ANA
SPELL_ARC_SWAP :: WISSELOpen the languages.json file located in BepInEx/plugins/. If the file is empty or doesn't exist, the API will generate a default example. Add a new entry to the languages array for your custom language.
{
"languages": [
{
"id": "dutch",
"displayName": "Nederlands (Community)",
"systemLanguage": "Dutch",
"modelFolder": "Models/vosk-model-small-nl-0.22",
"localisationFile": "Localisation/dutch.txt",
"fallback": "english"
}
]
}After completing these steps, launch the game. Your new language should appear in the voice language dropdown in the settings menu.
This project is licensed under the MIT License. See the LICENSE file for details.
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