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Custom Voice Overs?
Posted: Sun Mar 21, 2010 1:58 pm
by Epifire
I have seen some fairly old subjects lightly go over custom voice overs but say if I wanted to make my own Modded soldier unit, how would I record my own voice overs?
Like what type of settup would you need, I know right off hand you would need a good mic and so on but what programs, formatts, or sound cards would be adequet for the job?
Im thinking this would also include a budget as well, cause I mean if it takes a bit of effort for a company to make voice overs, how much more would it be for a single person to do at least half the job?
Now I'm not saying to build a giant sound studio in my basement, but to make a afordable work station to pull its own weight for recording.
It's a big venture but when you got to much time on your hands it does suffice.
Any inputt would be great.
Re: Custom Voice Overs?
Posted: Sun Mar 21, 2010 7:34 pm
by Darth_Spiderpig
Well, you could start with something easy.
you just need to record your sound, save it as .wav, refer it in your units odf file, munge the sound file (I do it via the BF1 ModTools) and violá.
I don't think anything more is needed, so try it out, if you have questions, feel free to ask.

Re: Custom Voice Overs?
Posted: Mon Mar 22, 2010 10:44 am
by ANDEWEGET
Audacity is a very nice program for everything soundrelated.
Re: Custom Voice Overs?
Posted: Mon Mar 22, 2010 7:07 pm
by Epifire
Thanks for the tips.
Audacity works pretty good for a free program, and oh you guys wouldn't know where you put the files would you?
Im all ears here cause your looking at a Modder in the making (in other words extreme noob) I only now a little about munging with BF 1. maps, but I didn't know it was used with sound files.
I actually have some ok voice overs for common commands and such using Audacity, I lost my free version of "WavePad Sound Editor" so I went with audacity since it was suggested to me here.
Im sorry to be such a noob half the time but this is the only place to get answers these days.

Re: Custom Voice Overs?
Posted: Tue Mar 23, 2010 1:14 pm
by Darth_Spiderpig
Epifire wrote:Thanks for the tips.
You're welcome.
Epifire wrote:oh you guys wouldn't know where you put the files would you?
You mean after or before munging?
If you mean before, place them in your BF1 modtools folder/data***/sound/worlds/***/effects folder.
Then you need to edit the ***.asfx to contain a line like this:
Code: Select all
effects\atte_blast.wav -resample pc 22050
(I used this for my ATTE turret sound, use whatever your sound.wav is called)
Next would be editing the "Sound_Prop_File_Referenced_Here" file.
Code: Select all
{
Name("atte_blast");
Group("weapons");
Inherit("weapon_template");
SampleList()
{
Sample("atte_blast", 1.0);
}
}
(I used this again)
Then you need to munge the map.
Next is open the maps lua (BFBuilder/data***/common/Scripts/*** ---> open the c_con for clone wars, g_con for gcw conquest, I think you know where you want the sound in

) and find this line:
Code: Select all
ReadDataFile("sound\\yav.lvl;yav1cw")
Change it to this:
Code: Select all
ReadDataFile("dc:sound\\***.lvl;***cw")
(*** is the 3-letter formation you used when munging the sound in the BF1 modtools)
Good, then go to your unit's odf (the unit you want to change the VO)
I hope you've got a custom side ready (as in
here, if you don't know how)
Add this to it:
Code: Select all
HurtSound = "rep_inf_com_chatter_wound"
DeathSound = "rep_inf_com_chatter_death"
DamageRegionSound = "repmalechoke"
//AcquiredTargetSound = "rep_inf_com_chatter_acquired"
//HidingSound = "rep_inf_com_chatter_hide"
//ApproachingTargetSound = "rep_inf_com_chatter_approach"
//FleeSound = "rep_inf_com_chatter_flee"
//PreparingForDamageSound = "rep1_inf_chatter_PreparingForDamageSound"
//Charge = "rep1_inf_chatter_Charge"
//HeardEnemySound = "rep_inf_com_chatter_heard"
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
(this is for republic soldiers)
And change whatever you want (important is to use the correct name of your new sound)
This is it, hope that helps.
Re: Custom Voice Overs?
Posted: Tue Mar 23, 2010 7:57 pm
by Epifire
Ok I think this will all make sense in time for me, but Im a little confused when it comes to munging as I don't even know it's general perpose.
Now the question for me is doing as you stated, Ill get there with enough time spent on my PC but it will be awile for everthing to register with me (I'm a bit slow in other words).
The next thing to try would be editing a allready made sound efect.
Example:
You just got done taking an outpost for the CIS faction in game and the autable tone of "we have captured a command post" would be acompanied by a short guitar piece for a more cool feel.
I think it would be generaly the same to what you said exept that you would need to extract the sound file, edit it, and then return it to its previous place.
Am I missing anything?
Re: Custom Voice Overs?
Posted: Wed Mar 24, 2010 10:18 am
by ANDEWEGET
Darth_Spiderpig wrote:...open the c_con for clone wars, g_con for gcw conquest...
This would be <shortmapname>c and <shortmapname>a in SWBF I.
Re: Custom Voice Overs?
Posted: Sat Mar 27, 2010 4:11 pm
by Darth_Spiderpig
ANDEWEGET wrote:Darth_Spiderpig wrote:...open the c_con for clone wars, g_con for gcw conquest...
This would be <shortmapname>c and <shortmapname>a in SWBF I.
Oh yes.
Thanks for poining it out.
Epifire wrote:Im a little confused when it comes to munging as I don't even know it's general perpose.
Munging packs (converts) all your files in one file your game reads and takes all information it needs out of it. A munged file for the game ends in .lvl
Epifire wrote:I think it would be generaly the same to what you said exept that you would need to extract the sound file, edit it, and then return it to its previous place.
There goes our problem, we can't extract files out of a lvl, so we can't get this sounds.
And I don't know if you even can change the cp_capture sound, I guess that would require a new global.lvl...hmhm
Re: Custom Voice Overs?
Posted: Sun Mar 28, 2010 5:21 pm
by Ginev
Ok i have problem.When i munge my map you say that i have to go addon then inside my map folder and to get the sound folder in my desktop.Well the problem is that when i go in my folder there is no sound folder.What is the problem everything else i fine.
Re: Custom Voice Overs?
Posted: Mon Mar 29, 2010 10:21 am
by Darth_Spiderpig
There must be one, everytime you munge a map in BF1 there will be one.
EDIT:
Seems like I forgot something important in the tut.
You'll need
these assets to get all working, sorry for that.
Re: Custom Voice Overs?
Posted: Tue Mar 30, 2010 6:52 am
by Ginev
Well for some reason when i munge map i dont have sound folder.When i munge map i have only this folders:FPM,side,shell,movies and the *** folder.thats all.there is no sound folder.The only lvl files is core and mission.no sound lvl.Pls guys why when i munge map dont have sound folder?

Re: Custom Voice Overs?
Posted: Tue Mar 30, 2010 11:16 am
by Darth_Spiderpig
Hmm
I can't say, for me they have always.
Well, as I said in the pM, send me your sound and I'll munge it for you.
Re: Custom Voice Overs?
Posted: Wed Mar 31, 2010 11:46 am
by Ginev
I send you PM whit link for my map.If you find the problem give me link to download the fixed map and show what was the problem so not happen this again
