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In Game voices
Posted: Tue Apr 19, 2005 5:44 pm
by Orao
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 ?
RE: In Game voices
Posted: Tue Apr 19, 2005 6:12 pm
by Pheonix Starflare
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.
RE: In Game voices
Posted: Tue Apr 19, 2005 7:09 pm
by captnkarob
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.
RE: In Game voices
Posted: Tue Apr 19, 2005 8:19 pm
by xanthos
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-
RE: In Game voices
Posted: Sat Apr 23, 2005 3:35 pm
by Sky_walker
THATS WORK!
recod yourself and put file into
Mods/Sounds/Ss/alert03.wav
and you can hear yourself

qulll - but stupid

RE: In Game voices
Posted: Sun May 01, 2005 6:26 pm
by xanthos
THATS WORK!
recod yourself and put file into
Mods/Sounds/Ss/alert03.wav
and you can hear yourself
actually I had a sound byte for this particular event.
qulll - but stupid
perhaps, but I guess it's all a matter of opinion...