I'm confused about voiceovers

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wishihadaname
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I'm confused about voiceovers

Post by wishihadaname »

I still haven't figured out how to get voice over to work, but i'm hoping that i'm close. If someone could look over the following procedure and tell me what I did wrong or what i'm missing I would be extremely greatful, I can't ship my map until I get the VO working.

ok so here is what I did.

1) created a .wav file that was 22khz, mono, 16bit, 352 kbps
2) named the .wav file votest.wav
3) Placed it in BF2_ModTools\data_LPR\Sound\worlds\LPR\streams
4) created a file called LPR_stream.stm
5) here is the file
streams\votest.wav LPR_VO_TEST -resample ps2 32000
6) created an extrasounds.snd file, here is the relevant part
}
SoundStreamProperties()
{
Name("testing");
Group("objective_vo");
Inherit("vo_template");
Stream("LPR_VO_TEST");
SegmentList()
{
Segment("???", 1.0); // Testing
}
}
*the three red question marks mean I don't know what to put there*
7) I created a LPRcw.req file

ucft
{
REQN
{
"bnk"
"align=2048"
"LPR_stream"
}

REQN
{
"config"
"Soundprop"
"Extrasounds" -- snd file
}
}

8. Created LPR.req
ucft
{
REQN
{
"str"
"align=2048"
"LPR_stream" --referances .stm
}
REQN
{
"lvl"
"LPRcw" -- referances era.req
}

}

So there is one thing I don't know how to fill out in the extrasounds.snd file and there may be a ton of mistakes in the rest for all I know. Could someone with some experiance in working with vo please help me out?
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Maveritchell
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Re: I'm confused about voiceovers

Post by Maveritchell »

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wishihadaname
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Re: I'm confused about voiceovers

Post by wishihadaname »

ohh ok, I missed that when I first read it... So if I understand correctly, the spot in question should be my .stm file that referances the .wav for the VO right? Also is the rest of my procedure correct? It looks to me to be so but i'm not sure.

EDIT: Doesn't work, IDK what the problem is but the VO isn't playing ingame

EDIT2: Is there a way to check whether or not the VO file is even loaded? like a console command in the modtools.exe?
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