Aller au contenu

Photo

[Status] PC Soundset implementation


  • Veuillez vous connecter pour répondre
54 réponses à ce sujet

#1
KingEtzel

KingEtzel
  • Members
  • 45 messages
This is what I found out so far. It isn't working at the moment. But it shouldn't be far from that.

1. Open the "DragonAge->Toolset->Source->2DA" Folder and there the "playersoundsets.xls"
2. Add a new row by beginning with adding +1 to the counter in column A
3. Give your soundset a short name in column B
4. The StringIDs in column C refer to the talktable/stringtable - if you just want to experiment, take a number that's already there (e.g. 368749 for "Experienced") - that's the name under which your new soundset will appear in the list.
5. Set a gender in column E: 1=male, 2=female
6. set the name for the resource you want to implement (the corresponding DLG and FSB/FSE we will create later)
7. set the race: 1=human, 2=elf, 3=dwarf
8. save the xls somewhere temporary so that you don't overwrite the original file
9. run the "ExcelProcessor.exe" on the modified xls-file - it can be found in the "DragonAge->tools->ResourceBuild->Processors" folder (for further information how this is done, see the WIKI: http://social.biowar...t/index.php/2DA - under "converting XLS files to 2DA"
10. you will get a GDA file of the same filename as the XLS (just with .GDA extension)
11. put this file into the packages->core->override folder of your DragonAge

At this point, the new soundset will already appear in the list, if you have chosen the right gender and race. But still there will be no sound played...

Up to now the game only knows the name of the resource that will contain the new soundset. But this leads at this point into nothing, so we should change this ;)

Open up the toolset and go to the conversation tab of the palette window.

1. Right Click on _Core Soundsets->soundset_template_player; choose "Duplicate" and save it wherever you want; Keep in mind to name it just as you named the soundset in the previously created playersoundset.XLS/GDA
2. Open the newly created resource
3. The root nodes represent the conditions, when a distinct sound should be played. They are followed by a "Continue" that should be irrelevant at this time.
4. After that come several dialog lines all beginning with "[OWNER]" You should fill these with text as this is the soundset itself
5. Every dialog line has its own ID so just add the sounds as you would add normal VO (http://social.biowar...hp/Conversation under "Recording VO")
6. Click on "Generate VO->Generate VO Local" and after that also create the FaceFX
7. You get a DLG file for the "conversation"/soundset and a FSB/FEV set for the sounds themselves in the deep subfolders of the toolset.

As it hasn't worked to just copy those files (the GDA, DLG/FSB/FEV set) into the packages/core directory of Dragon Age, perhaps it works as a module Addon. But I haven't tried that yet... Perhaps some of you could... ;) ? I'm tired right now. If I find out something new, I will post it here :)

---

Addition (copied from a later post to have everything in one place):

Somewhere in the chain from 2DA to playing the sound is a mistake...

playersoundsets.GDA->[ss_pc_mhuman_customsoundset.dlg]->LineIDs of the conversation->FEV file->sounds in the FSB->Play!

The 2DA file should be fine. A new ID is given to the new soundset and it obviously points there.

For testing purposes I modified a soundset-pointer ("Soundset" column) within the range of IDs that were given originally (I suspected that somewhere in a different 2DA there was a limit number of player soundsets set, and therefore the addition we made was ignored). But sadly this wasn't it ;) Would've been too easy. But as soon as I
assigned "my" DLG file to the previously working entry, this also stopped working. As I reverted my changes, everything was back to normal.

I also tried adding a ".DLG" to the resource's name I added to the 2DA - a desperate try, as all the other resources
mentioned there don't have this ;)

Moreover I kept name conventions for my new soundset: "ss_pc_mhuman_test" Perhaps this is also important for a certain parser in the game to load a soundset correctly. But this still led to no hearable result ;)

I suspect my DLG file to being the culprit, but I am not able to say, why. Every step from that on is automated, so I believe there shouldn't be an error in there. Which leaves the conclusion that something has to be done to the DLG file in or outside of the toolset, to get it work.

Perhaps it is an interference with already in use StringIDs.

Setting the flags in the root node "Ambient Soundset" or "Is Henchman" or both at the same time, doesn't work either.

Modifié par KingEtzel, 12 janvier 2010 - 10:43 .


#2
KingEtzel

KingEtzel
  • Members
  • 45 messages
Couldn't rest so I tried again ;)

Now I have created a whole new module as an extension to the original campaign. The new soundset gets displayed as before (at least), but the sound still doesn't play. The files get compiled right, though, and the FEV/FSB stuff is right. I also checked that ;)

Perhaps there is still a flag that has to be turned on or whatever, that the sounds are played...



EDIT: Perhaps it is the "_m" ending of the audio-filenames. What does it do anyways?!

Modifié par KingEtzel, 18 décembre 2009 - 09:52 .


#3
sherlockemery

sherlockemery
  • Members
  • 67 messages
Well, it's not related to the sex of the character, nor race that I can tell. I'm not sure...

#4
sherlockemery

sherlockemery
  • Members
  • 67 messages
Here

It specifies that files have to have the _m in it.

#5
KingEtzel

KingEtzel
  • Members
  • 45 messages
Yeah, but the real question is, what this is for. For the pure association of this file with the StringID you'd think that one only needs the filename to be identical to the ID. This "_m" should be some sort of flag or attribute. But what does "m" stand for? And - surely there are other flags. But what are they?

#6
sherlockemery

sherlockemery
  • Members
  • 67 messages
No idea. I could only hazard guesses that will end up being wrong.



The important question would be does the process work? Cause if it does, it the _m could be referring to me eating dingo snot for all I care!!

#7
sherlockemery

sherlockemery
  • Members
  • 67 messages
If you put **** into the StrIdName column of playersoundsets.xls it will display the Label Column instead inside of the Character Creation screen. For instance if the row runs like this:

ID     Label           StrIdName
int     string           int
36     Superman  ****

It will show in the creation screen as ?Superman. The ? is a reference to it being unknown. I haven't gotten one to work, as I need to get the files for my soundset into the naming convention. Just thought you might want to know that.

Modifié par sherlockemery, 19 décembre 2009 - 10:55 .


#8
Sarevok Anchev

Sarevok Anchev
  • Members
  • 1 404 messages
Uh... hi!



I was just curious to know, if it is possible to "import" the Infinity-Engine games Soundfiles for your PC.

Is that possible?



My Sarevok just sounds gay without some proper "FEEL MY UNHOLY WRATH!!!" ^^

#9
sherlockemery

sherlockemery
  • Members
  • 67 messages
That is what KingEtzel & I trying to do. Admittedly, he is doing more of the work, & I am more of the cheerleader (sans skirt, I have the legs for it but I'm just not into kilts).

If we get it puzzled out, I'm sure we'll have several BG characters we want to bring over, since they are very popular!!

Modifié par sherlockemery, 21 décembre 2009 - 10:57 .


#10
Sarevok Anchev

Sarevok Anchev
  • Members
  • 1 404 messages
Have you "registered" this somewhere in the Projects?

If yes, i will find some more cheerleaders and with some luck one or two of the sound-gosus ^^

#11
sherlockemery

sherlockemery
  • Members
  • 67 messages
Project created!

http://social.biowar...m/project/1441/

Modifié par sherlockemery, 22 décembre 2009 - 06:29 .


#12
Dark_Ansem

Dark_Ansem
  • Members
  • 638 messages
one should post the description of the various nodes. especially since the template is different from the actual soundsets used in-game..



on top of that, why the preview of existing characters and voicesets does not work?

#13
Sarevok Anchev

Sarevok Anchev
  • Members
  • 1 404 messages

sherlockemery wrote...

Project created!

http://social.biowar...m/project/1441/


Awesome!
Will take maybe sometime, because of christmas, but im sure  we can collect some attention and help :)

#14
KingEtzel

KingEtzel
  • Members
  • 45 messages
@Dark_Ansem: If you modify the playersoundsets.xls (and GDA afterwards), the implemented soundsets play just fine. The only problem is the new one I added. This won't play, despite all of my efforts so far...

#15
Dark_Ansem

Dark_Ansem
  • Members
  • 638 messages
@KingEtzel: but at least it's a start. plus we could post a template of what sounds are needed (mind you, they are played very little, so it's not a dramatic change, still, it could be useful)

#16
KingEtzel

KingEtzel
  • Members
  • 45 messages
If you want an example how soundsets work (supposedly ;) ), just go in the toolset, select the dialogs tab, and then search for "_Core Soundsets->Player->ss_pc_*" or the template file that is located under "_Core Soundsets->soundset_template_player"



These are the root nodes for creating a player soundset btw.

COMBAT ATTACK

COMBAT BATTLE CRY

COMBAT STAMINA LOW

COMBAT MANA LOW

COMBAT HEAL ME

EXPLORE HEAL ME

SCRIPTED HELP

EXPLORE ENEMIES SIGHTED UNDEAD (demonic, undead, abomination etc.)

EXPLORE ENEMIES SIGHTED DARKSPAWN

EXPLORE ENEMIES SIGHTED DRAGON

EXPLORE ENEMIES SIGHTED ANIMAL

EXPLORE ENEMIES SIGHTED BEAST

EXPLORE ENEMIES SIGHTED OTHER

COMBAT TAUNT

COMBAT ATTACK GRUNT

COMBAT PAIN GRUNT

COMBAT NEAR DEATH

COMBAT DEATH

POISONED

SPELL FAILED

COMBAT ENEMY KILLED

COMBAT MONSTER SLEW PARTY MEMBER

COMBAT CHEER PARTY

COMBAT WEAPON INEFFECTIVE

EXPLORE TRAP DETECTED

EXPLORE LOOK HERE

EXPLORE MOVE OVER

EXPLORE START TASK

EXPLORE STEALTH

CANNOT DO

TASK COMPLETE

COMBAT SELECT NEUTRAL

EXPLORE SELECT NEUTRAL

EXPLORE SELECT FRIENDLY

EXPLORE SELECT HATE

EXPLORE SELECT LOVE

HELLO

YES

NO

STOP

BORED

GOODBYE

THANK YOU

LAUGH

CUSS

CHEER

SOMETHING TO SAY

GOOD IDEA

BAD IDEA

THREATEN

BERSERK

WARCRY

I WAS CAUGHT STEALING!

IF FIGHTING WITHOUT A WEAPON




For detailed information look into the above mentioned example-files.

#17
sherlockemery

sherlockemery
  • Members
  • 67 messages
Updated the discussion board to have some relevant info that has been posted here. If anyone wants to join the project, please feel free. If anyone knows how to invite people, please tell me as I can't seem to find a faq on it nor find the option on the site.

#18
KingEtzel

KingEtzel
  • Members
  • 45 messages
So what's the status? I haven't gotten further than described in my second post. Somewhere in the chain from 2DA to playing the sound is a mistake...

playersoundsets.GDA->[ss_pc_mhuman_customsoundset.dlg]->LineIDs of the conversation->FEV file->sounds in the FSB->Play!

The 2DA file should be fine. A new ID is given to the new soundset and it obviously points there.

For testing purposes I modified a soundset-pointer ("Soundset" column) within the range of IDs that were given originally (I suspected that somewhere in a different 2DA there was a limit number of player soundsets set, and therefore the addition we made was ignored). But sadly this wasn't it ;) Would've been too easy. But as soon as I assigned "my" DLG file to the previously working entry, this also stopped working. As I reverted my changes, everything was back to normal.

I also tried adding a ".DLG" to the resource's name I added to the 2DA - a desperate try, as all the other resources mentioned there don't have this ;)

Moreover I kept name conventions for my new soundset: ss_pc_mhuman_test Perhaps this is also important for a certain parser in the game to load a soundset correctly. But this still led to no hearable result ;)

I suspect my DLG file to being the culprit, but I am not able to say, why. Every step from that on is automated, so I believe there shouldn't be an error in there. Which leaves the conclusion that something has to be done to the DLG file in or outside of the toolset, to get it work.

Perhaps it is an interference with already in use StringIDs.


Now's your turn. For the holidays I will not be able to access my home computer with DA and the toolset installed. But I will keep an eye on this thread and watch, if someone gets the last missing keypiece for this. If you have questions considering this whole complex, I will try to answer it - perhaps we can get this work some time :)

Modifié par KingEtzel, 23 décembre 2009 - 02:56 .


#19
sherlockemery

sherlockemery
  • Members
  • 67 messages
Well, I've gotten exactly to where you are. Have the fsb/fev files that work out of game, but just not in game...

I wonder if the main DLG file needs to have an entry?

Modifié par sherlockemery, 25 décembre 2009 - 07:39 .


#20
KingEtzel

KingEtzel
  • Members
  • 45 messages
When you unpack the DesignerDialogs.erf in packages/core directory, all the original game's dialogs get unpacked. Problem is: The soundset-dialogs are in GDA format:

sse_ss_pc_mhuman_wise.GDA
sst_ss_pc_mhuman_wise.GDA

Funny thing is, they keep the name convention for the soundset, but add a prefix to it - SSE and SST (whatever this means)

Didn't know that dialogs could be stored as an Excel worksheet / 2DA. Is this some sort of protection, or has something to be done to the dialogs concerning player soundsets?

Modifié par KingEtzel, 25 décembre 2009 - 06:48 .


#21
sherlockemery

sherlockemery
  • Members
  • 67 messages
Hey, what do cif files do?



I noticed if you do a builder to player package it creates a cif file. Any idea what it does?



I don't know about the 2da dialog.

#22
KingEtzel

KingEtzel
  • Members
  • 45 messages
Found something in the Wiki, perhaps this is the thing that was preventing success:



The "Soundset" property points to a conversation file, by convention beginning with the "ss_" prefix, that contains a set of ambient lines that the game will trigger




A dialogue has to be in "ambient" mode. It can be switched on by selecting the root node and then ticking off "Ambient Soundset Type". I cannot try this out right now, so maybe someone is willing to do that instead of me ... ;) ?

#23
sherlockemery

sherlockemery
  • Members
  • 67 messages
Well, I tried that option. It didn't fix it. However, I do not mean to imply that it won't be key. Only that I can not get them to play. There could be numerous issues. The fact that I can't get the name to appear without ? mark in front of it in the creation screen seems to be an issue as well.

#24
KingEtzel

KingEtzel
  • Members
  • 45 messages
The StringID in the playersoundsets.XLS points to the talktable. It should be nothing more. Either you could export a talktable from the singleplayer game and add a new StringID that you reference in the playersoundsets.XLS, or you could just use one of the StringIDs already mentioned in this file - then your new soundset will get a name that's already in use, but hey, it's just a string that gets used a second time ;)

#25
Sarevok Anchev

Sarevok Anchev
  • Members
  • 1 404 messages
Ufff. seems like a hard nut, to crack *g

Responses till now i got where mixed; 50% would like soundsets, the other half dont mind. ^^