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In Game voices

 
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In Game voices - 4/19/2005 8:44:02 PM   
Orao

 

Posts: 3
Joined: 4/18/2005
Status: offline
Hello,

Is it possible to add in game voices? I mean we have to much of silence. All you have is a text message. I know that Milo wasn't able to do add them coz that would have increased production fees but the community could add some now. No ?

Post #: 1
RE: In Game voices - 4/19/2005 9:12:17 PM   
Pheonix Starflare


Posts: 254
Joined: 3/31/2004
From: Boston, MA, USA
Status: offline
If you're custom .deffing missions you could record voice transmissions that are triggered by events such as ships being destroyed or arriving or launching.

_____________________________

"An optimist sees a glass half full, a pessimist sees a glass half empty and an engineer sees a glass thats twice as big as it has to be."

"What do you get when you cross a chicken and and elephant? Chicken elephant sine(theta)"

(in reply to Orao)
Post #: 2
RE: In Game voices - 4/19/2005 10:09:05 PM   
captnkarob

 

Posts: 8
Joined: 3/31/2005
Status: offline
I would also very much like to have voices - preferrably all of the comm messages currently appearing on-screen (ESPECIALLY when getting clearance for landing!). Also Comm chatter from wingman/element would add a great deal of realism and immersion.

(in reply to Pheonix Starflare)
Post #: 3
RE: In Game voices - 4/19/2005 11:19:36 PM   
xanthos

 

Posts: 12
Joined: 3/24/2005
From: NH
Status: offline
Hey guys,
Putting sounds and voices in is actually quite easy. I have a mission that is in release status and will be availible soon at SSC. It requires either using the filesys- command or putting the mission into a dat format. My mission will be released in dat. and it uses canned sounds I found online, some are from many great scifi flicks.

As far as voices I would like to do a mission that uses no text and only recorded voices that speak whatever message the editor chooses. This would, of course, require a script and voice actors to fill the shoes of the other ships, but it's totally conceiveable. Using sound editing you can even add the effect the replies to the player would sound like two-way radio traffic.

a quick tutorial...
Sounds are stored in their own folder aplty named Sounds. These are kept within the Mods folder in the same way as ships, weapons, etc. I choose to use an additional folder within the sounds folder called Ss. Should I have other 'mods made mission', like a BSG mission I could create another folder within the sounds called BSG to cut down on confusion.

a basic def command looks like this...


event: {
id: 94,
time: 0.0,
delay: 0.0,
event: Message,
event_sound: "Ss/alert03.wav",
event_message: "THOSE FARCASTERS JUST WENT HOT! WE'VE GOT INCOMING!",
event_chance: 100,
trigger: "Jump",
trigger_ship: "Renguard 1",
}

This information comes to you and I courtesy of Gordon. I am sure others knew it, but I don't think I had seen any posts describing it. Hope it proves useful to someone!

-X-

(in reply to captnkarob)
Post #: 4
RE: In Game voices - 4/23/2005 6:35:56 PM   
Sky_walker


Posts: 116
Joined: 4/5/2004
From: Poland
Status: offline
THATS WORK!
recod yourself and put file into
Mods/Sounds/Ss/alert03.wav
and you can hear yourself :P
qulll - but stupid :P

(in reply to xanthos)
Post #: 5
RE: In Game voices - 5/1/2005 9:26:16 PM   
xanthos

 

Posts: 12
Joined: 3/24/2005
From: NH
Status: offline
quote:

THATS WORK!
recod yourself and put file into
Mods/Sounds/Ss/alert03.wav
and you can hear yourself :P


actually I had a sound byte for this particular event.

quote:

qulll - but stupid :P


perhaps, but I guess it's all a matter of opinion...

(in reply to Sky_walker)
Post #: 6
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