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How can we add a soundset?


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14 réponses à ce sujet

#1
AmstradHero

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My question is that simple.

I'd like to have new soundsets implemented for NPCs and new party members for my standalone adventure "The Shattered War" (see sig for details).

I did the following:
  • Duplicated one of the template soundsets.
  • Generated the VO as per a normal conversation.
  • Created a new character template.
  • Linked the soundset to the character.
  • Linked the character to the creature.
  • Exported everything. (Character export always fails)
However, sounds don't work. Has anyone done this before, and if so, do you have any pointers or steps on how to make it more or suggestions as to where I might be going wrong?

#2
Dark_Ansem

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I do not know, mine is just an educate guess.
soundsets are recognized in the toolset as conversations, and analysis of game resources suggests that 2 files are needed: .fev, as an index, and .fsb, where the actual audio files are stored.

do you have both files?

#3
sea-

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I've made characters with soundsets, but not using custom conversations. As Dark_Ansem says, the only thing I can think of is if your voice over isn't working properly due to not setting up the various files and string IDs properly.

If it's not crucial the characters have custom lines, you can use the default soundsets and assign them to your own character resources. This works pretty well although obviously you won't have your own witty banter or your own voice acting, if that's important for your mod.

Modifié par sea-, 12 août 2012 - 08:52 .


#4
jackkel dragon

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I've been wondering about this as well. I suspect the conversations need to have the "ss_" prefix like the other soundsets, but I've never tested the process I thought went into making a custom soundset.

#5
Dark_Ansem

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then again. not all the soundsets listed in the toolset actually appear as game resources (like the ss_archdemon one, it is not present.)

#6
AmstradHero

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No, I do have a .fsb and .fev for my soundset in the core\\override directory, just like all other .fsb and ;fev files. I did find one strange thing in the module\\override\\toolsetexport directory - and sse_[soundset].gda and an sst_[soundset].gda.

I moved these up one directory into the module\\override and suddenly I had a soundset! Now this shouldn't make a difference (I didn't think), so it might be possible that I simply didn't hear the soundset before, as it's fairly quiet. However, I'm fairly certain I would have heard it before. I might test and see how it goes.

Modifié par AmstradHero, 13 août 2012 - 08:04 .


#7
jackkel dragon

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Let us know how it goes! I'm sure otheres would love to know how to make custom soundsets work.

#8
Dark_Ansem

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maybe it's like NWN then. the soundset needs a line in th appropriate listfile before being able to be used.

#9
Dark_Ansem

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made any progress?

#10
dr.drummie

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I have same problem, I've duplicated ss_jory.dlg into new file, generate VO, files exists in core\\override with WMP I can hear what is in fsb, but in game nothing, although i didn't find any sse_* or sst_* gda files, I dont know how to get them there.. any suggestions? in game erfs are that kind of gda but cannot open them to see what's inside and try to recreate them..

#11
dr.drummie

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ok, sse_* and sst_* gda are created when you export talk table, but still no generated voice in game..

#12
MerAnne

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Any progress to share AmstradHero? I don't need this information right this minute, but know that I will eventually.

#13
dr.drummie

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one more thing I noticed, maybe not relevant at all:
when VO for soundset is created with "Generate VO local", I'm getting error when I play fsb with VLC (actually it does not want to play at all), but for lines created with "preview line" for real dialog (with stage, NPCs, etc.), there is no error and fsb is played normally.. maybe "Generate VO local" and "Preview line" somehow use different settings for creating fsb, so game does not recognize fsb created with "GenerateVO local"..

#14
MerAnne

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ummmm game definitely recognizes Generate VO local. That is how I get .wav files (voiceovers) into a conversation. I've never tried copying a soundset so I can't say what that would do or not do as the case may be.

#15
dr.drummie

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ok, AmstradHero method works and I was led to wrong way.. it seems that only thing you need to do is to get sse_* and sst_* gda by exporting talk table (i didn't have them before in override directory, but since i exported talk table, they constantly appears there after every export).. your NPC have random variations of sound pattern, so if you abuse some placeable object like chest, sooner or later you'll here NPC's computer generated voice and "I shall.." (found this by pure luck)..