Page 1 of 1

Hero VO Problems

Posted: Sun Jun 07, 2015 3:39 am
by BF2-Master
I try my absolute best to avoid starting topics over here because I used to practically spam this forum requesting help. I've tried following the sound guides here, which mostly seem to be designed for other sound function examples, and looked up help topics related to voice overs.

I'm trying to make a new hero (Grand Moff Tarkin) which has been no serious trouble to me, and am looking into how to give him a custom voice over. I dropped in the soundmunge files, set up sound/worlds/1AZ (that's my test folder acronym) and recorded 5 .wav files of lines from a soundboard, labeled "tarkin_charming.wav" for example, and dropped them into the 'effects' subfolder.

I originally coded them as tarkinconfig and later switched to the default names used in Anakin's Soundmunge assets in hopes it'd work better.

1AZ.asfx
Hidden/Spoiler:
effects\tarkin_charming.wav -resample xbox 22050 pc 22050
effects\tarkin_crush.wav -resample xbox 22050 pc 22050
effects\tarkin_die.wav -resample xbox 22050 pc 22050
effects\tarkin_evacuate.wav -resample xbox 22050 pc 22050
effects\tarkin_spawn.wav -resample xbox 22050 pc 22050
AU_1.snd
Hidden/Spoiler:
SoundProperties()
{
Name("tarkin_charming");
Group("imp_vo");
Inherit("vo_template");
Stream("imp_unit_vo_slow");
SampleList()
{
Sample("tarkin_charming", 1.0);
}
}

SoundProperties()
{
Name("tarkin_crush");
Group("imp_vo");
Inherit("vo_template");
Stream("imp_unit_vo_slow");
SampleList()
{
Sample("tarkin_crush", 1.0);
}
}

SoundProperties()
{
Name("tarkin_die");
Group("imp_vo");
Inherit("vo_template");
Stream("imp_unit_vo_slow");
SampleList()
{
Sample("tarkin_die", 1.0);
}
}

SoundProperties()
{
Name("tarkin_evacuate");
Group("imp_vo");
Inherit("vo_template");
Stream("imp_unit_vo_slow");
SampleList()
{
Sample("tarkin_evacuate", 1.0);
}
}

SoundProperties()
{
Name("tarkin_spawn");
Group("imp_vo");
Inherit("vo_template");
Stream("imp_unit_vo_slow");
SampleList()
{
Sample("tarkin_spawn", 1.0);
}
}
SND_1.req
Hidden/Spoiler:
ucft
{
REQN
{
"bnk"
"align=2048"
"ASFX"
}

REQN
{
"config"
"AU_1"

}
}
1AZ.req (current)
Hidden/Spoiler:
ucft
{
REQN
{
"str"
"align=2048"

}
REQN
{
"lvl"
"SND_1"
"SND_2"
}
}
imp_hero_tarkin ODF
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_hero_default"
GeometryName = "imp_inf_tarkin.msh"

[Properties]
GeometryName = "imp_inf_tarkin"
GeometryLowRes = "imp_inf_atatcommander_low1"
FirstPerson = "IMP\impoff;imp_1st_officer"

AnimationName = "hansolo"
HealthType = "person"
MaxHealth = 1500.0

WEAPONSECTION = 1
WeaponName = "imp_weap_hero_rifle"
WeaponAmmo = 4

WEAPONSECTION = 2
WeaponName = "imp_weap_inf_haywiredetonator"
WeaponAmmo = 3
WeaponChannel = 1

WEAPONSECTION = 3
WeaponName = "imp_weap_inf_remotedroid"
WeaponAmmo = 1
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "all_weap_inf_buff_defense"
WeaponAmmo = 1
WeaponChannel = 1


//SOUND
SndHeroSelectable = "tarkin_crush"
SndHeroSpawned = "tarkin_spawn"
SndHeroDefeated = "tarkin_evacuate"
SndHeroKiller = "tarkin_charming"
(I'm still figuring out the final ODF details, I've taken a backseat on it while I do this.)

1AZg_con script:
Hidden/Spoiler:
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("dc:sound\\1AZ.lvl", "SND_1")
I've tried a few different things but nothing's fixed the issue - for a while, the sounds would not even munge. No matter what, when I open the test map and play, Tarkin says nothing.

Any tips and input are appreciated.

Re: Hero VO Problems

Posted: Mon Jun 08, 2015 1:38 am
by AceMastermind
I'm not a sounds guy, but you should have the 1AZ.asfx file listed under bnk in your SND_1.req:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"1AZ"
}

REQN
{
"config"
"AU_1"
}
}[/code]
Knowing which files to list under the segment headers is probably what confuses people the most.
  • str - .stm and .st4 files
  • lvl - .req files
  • bnk - .sfx and .asfx files
  • config - .snd, .mus and .tsr files
Make sure your batch files are set up for sound munging, or else none of this matters. I recommend these files, they use wildcards and require no editing, though you will have some extra lvl files copied to your addon project (ingame, common, inshell) after munging that may need to be removed to reduce project file size.

Re: Hero VO Problems

Posted: Tue Jun 09, 2015 4:32 am
by Marth8880
Those VOs (with the exception of the death VO) should be set up as streams, not effects.

Re: Hero VO Problems

Posted: Tue Jun 09, 2015 8:24 am
by BF2-Master
I'm not a sounds guy, but you should have the 1AZ.asfx file listed under bnk in your SND_1.req:
Attempted; didn't fix the problem but I think in the long run, helpful, thank you.

I believe I can munge sounds. I'm currently using Anakin's munge files.
Those VOs (with the exception of the death VO) should be set up as streams, not effects.
I had feeling it was going to be that. I really wasn't sure which area was best for hero VO since a lot of the tutorials seemed to deal with different kinds of sounds. I'll look over Mav's tutorial again. Do you have any more tips relevant to hero VO I should keep in mind? The examples seem focused on music.