BS PALADIN Posted June 28, 2011 Share Posted June 28, 2011 I need people to do some audio work for a mod I am doing. Which will basically require recording several lines of text for the game. I need 3 people, each to have american accents. Anyone interested. Also are there any tutorials on adding 3d audio sounds. I tried adding a wav file but it wont play in the mission. Any suggestions. Quote Link to comment Share on other sites More sharing options...
ApexMods Posted June 28, 2011 Share Posted June 28, 2011 You'll need to add new sound effects to the sound database in the effects.xml file. Sound format needs to be PCM, 16-bit little-endian signed integer, 22050 Hz. Ambient sounds for positional audio, declared through the Ambient = "1" statement in effects.xml, need to be 1 channel, non-positional sounds can be 2 channels. Quote Link to comment Share on other sites More sharing options...
Sgt. Atoa Posted June 28, 2011 Share Posted June 28, 2011 Kind of curious what's an American accent for you? Been in the US Army for 19 years and I still have my Puerto Rican (hyspanic) strong accent. lol Quote Link to comment Share on other sites More sharing options...
BS PALADIN Posted June 28, 2011 Author Share Posted June 28, 2011 (edited) I'd class Puerto Rican as American lol ( sorry if that causes offence ) Would you be interested in doing some voice acting? Thanks Apex, even though Im not sure what you even mean lol but I'll figure it out. I added the wav file in the sounds folder of my mod and inserted into the effect.xml but not sure I had it in the format you describe. How would I go about converting it to that format? Edited June 28, 2011 by BS PALADIN Quote Link to comment Share on other sites More sharing options...
ApexMods Posted June 28, 2011 Share Posted June 28, 2011 Here's an easy-to-use (and free) audio converter. Been a while since I used it, but IIRC it gets the job done. Quote Link to comment Share on other sites More sharing options...
Sgt. Atoa Posted June 28, 2011 Share Posted June 28, 2011 (edited) I'd class Puerto Rican as American lol ( sorry if that causes offence ) Would you be interested in doing some voice acting? 1. Not at all 2. Nah my voice acting is pathetic at best lol You need voices for briefings or radio talk? ? Edited June 28, 2011 by Sgt. Atoa Quote Link to comment Share on other sites More sharing options...
BS PALADIN Posted June 28, 2011 Author Share Posted June 28, 2011 1 voice for briefings and radio transmissions from command 2 voices for squad banter and hints Quote Link to comment Share on other sites More sharing options...
Halli~SPARTA~ Posted June 28, 2011 Share Posted June 28, 2011 I'll go Tennessee (47) Ask Rocky what I sound like. Quote Link to comment Share on other sites More sharing options...
Sgt. Atoa Posted June 29, 2011 Share Posted June 29, 2011 I'll go Tennessee (47) Ask Rocky what I sound like. Let me guess, strong accent from the south? Quote Link to comment Share on other sites More sharing options...
BS PALADIN Posted June 29, 2011 Author Share Posted June 29, 2011 Thats cool. I'll send you the text to be recorded. Thanks. Just need 2 more now. Quote Link to comment Share on other sites More sharing options...
BS PALADIN Posted July 6, 2011 Author Share Posted July 6, 2011 Having trouble, I converted the files as you said. I've listed them in effects.xml but they still wont work when called from the script. Can someone tell me if any of these are wrong The wav file is attached and this is the effects.xml <SoundVolFile> <VersionNumber>1.000000</VersionNumber> <Count>8</Count> <Entry Filename = "crowd_outside_4.wav" Length = "6.000" Min = "1.500" Max = "2000" Rolloff = "2000" Ambient = "1"/> <Entry Filename = "w_xm8sd_auto.wav" Length = "0.407" Min = "1.000" Max = "2000" Rolloff = "100"/> <Entry Filename = "w_xm8sd_single.wav" Length = "0.295" Min = "1.000" Max = "2000" Rolloff = "100"/> <Entry Filename = "w_xm8_auto.wav" Length = "0.851" Min = "1.000" Max = "2000" Rolloff = "2000"/> <Entry Filename = "w_xm8_single.wav" Length = "1.157" Min = "1.000" Max = "2000" Rolloff = "2000"/> <Entry Filename = "gr6.wav" Length = "7.802" Min = "1.000" Max = "2000" Rolloff = "2000"/> <Entry Filename = "gr2.wav" Length = "3.670" Min = "1.000" Max = "2000" Rolloff = "2000"/> <Entry Filename = "[GR].wav" Length = "3.298" Min = "1.000" Max = "2000" Rolloff = "2000"/> </SoundVolFile>gr1.wav Quote Link to comment Share on other sites More sharing options...
Tinker Posted July 6, 2011 Share Posted July 6, 2011 Have not used that convertor listed above. Downloaded the file and had issues. Created a new mod setup and put it in the sound folder, using Igor to reconsile it, Igor completely locks up on selecting the sound folder. Kaput have to quit with task manager. Looking at the sound file in Audacity it is set up to the correct formats? Converted it to some random format, saved as mp3. Put it back in and changed it back to the original format and saved as a wav file. Now it works! Here it is: sound_test.zip Quote Link to comment Share on other sites More sharing options...
BS PALADIN Posted July 6, 2011 Author Share Posted July 6, 2011 Yeah man that worked. Thanks. Quote Link to comment Share on other sites More sharing options...
Halli~SPARTA~ Posted July 6, 2011 Share Posted July 6, 2011 Poor Tinker had to listen to that voice a couple times haha. Quote Link to comment Share on other sites More sharing options...
Tinker Posted July 6, 2011 Share Posted July 6, 2011 Had a chuckle to myself the first time I must admit. Hey I know that dude. Thnx for helping out though. you have a good voice for it. Sounds great. Quote Link to comment Share on other sites More sharing options...
Rocky Posted July 7, 2011 Share Posted July 7, 2011 Ask Rocky what I sound like. Don't ask me I can't understand a word he says. And I think it's mutual. Only kidding Quote Link to comment Share on other sites More sharing options...
BS PALADIN Posted July 7, 2011 Author Share Posted July 7, 2011 If there any way to stop a ambient sound at a certain point in a mission via the scripting? Quote Link to comment Share on other sites More sharing options...
Tinker Posted July 7, 2011 Share Posted July 7, 2011 No, ambient sounds are there the whole time. What you can do is: Make a copy of the sound and rename it, add it to the effects list without the ambient tag. Add an effect to the mission where you want the sound to play. Will name it Effect sound 01. In the startup block or whenever you want it to start: Enable group: Sound 01 Set Timer: Timer Sound 01 to 2 seconds. < This is only to initiate it. Quick check of my new sound file, it is 4.46743 seconds in length. So now we add a new group: Group: Sound 01 Trigger: Timer sound 01 expired Response: Allow this block to be reactivated Play sound 3D / Play sound 01 at effect sound 01 / leave rest blank Set Timer sound 01 to expire in 4.5 seconds / Or whatever you like here, even a random time but always make sure the first time is longer than the sound file So this will continue to loop just like it was an ambient sound. Now you can simply disable the group whenever you like, and can also enable it again if so needed. Quote Link to comment Share on other sites More sharing options...
BS PALADIN Posted July 7, 2011 Author Share Posted July 7, 2011 I did something similar but it seemed to dominate all the other noises. Need to play around with it. Quote Link to comment Share on other sites More sharing options...
Tinker Posted July 7, 2011 Share Posted July 7, 2011 Put the wav sound into your sound program and reduce the volume, test, and so. Only way you can really do this. Quote Link to comment Share on other sites More sharing options...
Halli~SPARTA~ Posted July 7, 2011 Share Posted July 7, 2011 Yeah I have a slight accent but nothing like gamming with a drunk Scot haha......ye ken!? Our accent must be correct as when singers from UK sing it sounds mercan...cept Floyd . Quote Link to comment Share on other sites More sharing options...
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