Automate markers on timeline withe .cue file

Hi,
To make my cut-scenes more efficient and to optimize my workflow, I merge my entire dialogue into one long mp3 file. After that, I create a cue file (some sort of “chapter” divider) with all timestamps regarding which character is talking.

I’d like to create a script that adds up each marker on the timeline automatically by taking the information from the timestamp/ character from the cue file:

Scnene #3 dialogue
    FILE "Dialogue-3" MP3

      TRACK 01 AUDIO
           TITLE "01-Character01.mp3"
            INDEX 00:00:00

      TRACK 02 AUDIO
            TITLE "02-Character02.mp3"
            INDEX 00:02:30

      TRACK 03 AUDIO
            TITLE "03-Character01.mp3"
            INDEX 00:04:05

      TRACK 04 AUDIO
            TITLE "04-Character03.mp3"
            INDEX 00:09:06

      TRACK 05 AUDIO
            TITLE "05-Character01.mp3"
            INDEX 00:12:52

Thanks!

Sounds cool! But I was not sure what the question was…? Are you trying to add markers? Create audio tracks automatically? Create a new custom track type? And what were you after for help?

In case of interest, I have been using Unity for animation. I have been trying to automate it from a single screenplay script. I automatically create tracks from parsing the screenplay text using a simple markdown-ish like syntax. https://github.com/alankent/OrdinaryCartoonMaker

Thank you for your response! Indeed, it wasn’t really clear. A picture is worth a thousand words :slight_smile:
As you can see from my image, I want to automatically place the cursors on the timeline based on my text file. In addition, curers are also assigned to the correct character.


Many thanks!

My approach for something similar (that project I shared) was to create a window with a multi-line text input field and a button. Clicking the button would parse the string in the field (which I copy and paste from a Google doc) and find the relevant tracks etc (e.g. look at the animation track bindings to work out which character a track is bound to).

But I am currently thinking about a slightly different approach using a custom track for lipsync control per character and an audio track with a clip per piece of dialog. I plan to create separate clips per piece of dialog instead of one long clip like you have (you can specify the start and end offset for a clip out of the longer audio file). That will let me adjust timing easier by sliding the audio clips for each line of dialog around. The lipsync instructions I will then line up with the audio clips. But still thinking it through.