Did I mention these were my first tentative steps?
Okay so I was in for a bit of a rude awakening and quickly discovered that is wasn't that straight forward. Fortunately I have since managed to arm my guard with the original VO and matching lip-sync but it was something of an ordeal, only achieved through by trial-and-error. What I would like to do is simplify that task either by finding or developing a one-stop-shop application.
As I understand things (and please correct me if/where I am wrong) we can use appropriately named WAV files for new VO. If they are placed in the correct location (..\\AddIns\\{uid}\\module\\override\\toolsetexport\\) the toolset will scoop them up and build them into the FSB when we select Generate VO Local. We can then generate the lip-sync using the actual samples and everything works beautifully.
However where we want to use existing VO, as I did, we have to extract them from the FSB, rename them and rebuild a new FSB. Initially I followed Charsen's tutorial however when I reviewed the final results in game I had the correct samples but terrible lip-sync. After a bit of testing I concluded (perhaps wrongly) that because the audio is already wrapped up in the FSB there are no samples for the FaceFX to work with so it uses the computer generated stuff.
So the next logical step was to drop a copy the extracted and renamed WAV files into the correct location and have them used to generate the lip-sync. Unfortunately when I tried that the toolset got very upset complaining about a missing 'fmt ' block and such like.
Originally I had been trying FSBExtractor (aka DAExtractor) and I recalled from the thread that some people had been complaining about the files being corrupt (I don't think they are but I'll come onto that). So I tried fsbext which produced identical files but with an MP3 extention. I skipped those and moved on MusicPlayerEx with FSB & Java (catchy name) which turned out to be both a blessing and a curse.
It was a blessing because the files it produced were (it seems) proper WAV files with RIFF header and I could even see a 'fmt ' block! Sure enough once I'd renamed them and dropped them into the appropriate directory they were scooped up and built into a shiny new FSB and were used to produce perfect lip-sync. It was a blessing because the export arbitarily renames the files so the only way to match them is to play them. I only had 6 lines to fix but even that was a pain.
As a result of all this I believe the WAVs are converted to MP3s by FMOD when it creates the FSB and only MusicPlayerEx is converting them back during extraction. The WAVs produced by FSBExtracter aren't corrupt they're just not WAVs! Of course I say that as somoene who 24 hours ago knew nothing about any of this so forgive me if I'm completely wrong.
So I guess what I'm asking is:
- I simply assumed that we can't use FMOD to extract the original WAVs but has anyone confirmed this?
- Is there an alternative workflow/process for reusing BioWare's VO which ensures accurate lip sync?
- What are the formats involved? Are my assumptions about the WAV > FMOD > MP3 correct?
- What do you use for extracting and converting audio files?
- What features would you like to see in a one-stop-shop application?
Modifié par Sunjammer, 19 septembre 2010 - 11:25 .





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