Custom VO not working
Posted: Sun Dec 31, 2017 7:54 pm
by mrcluster
I'm trying to implement Temuera Morrison's VO lines from SWBF1 to be used in my mod for the clone troopers. However, it isn't working, and strangely, even the sounds I've replaced still play. Here are my files:
tmr_unit_vo.snd:
tmr_vo.stm: (Copied from Battlefront 1)
Next are my world's sound files:
tircw.req:
tir.req:
Here's the sound section of my lua script:
As well, I included the .stm file as such:
Lastly, here's my rep_inf_default file; you can see I replaced some of the voice lines with the ones I've set up and I've only posted the file up to the last voice line I've replaced with my own:
EDIT: Whoops! Sorry, forgot to put my code in
tmr_unit_vo.snd:
Hidden/Spoiler:
[code]// -------------------------------------------- Battle Chatter - Clone (Temuera Morrison) ----------------------------------------------------------
SoundStreamProperties()
{
Name("tmr_inf_chatter_AcquiredTarget");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM201", 1.0, 25.0, 5.0); // Objective Acquired
Segment("RICOM408", 1.0, 25.0, 5.0); // Target Acquired
Segment("RICOM425", 1.0, 25.0, 5.0); // Target located
}
}
SoundStreamProperties()
{
Name("tmr_inf_chatter_Grenade"); // flee from grenade
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM410", 1.0, 5.0, 0.0); // Get down
Segment("RICOM416", 1.0, 5.0, 0.0); // Incoming
Segment("RICOM415", 1.0, 5.0, 0.0); // Take Cover
Segment("RICOM424", 1.0, 5.0, 0.0); // Oh No
//Segment("RICOM413", 1.0, 5.0, 0.0); // Retreat
//Segment("RICOM414", 1.0, 5.0, 0.0); // Fall back
}
}
SoundStreamProperties() // unit follow me
{
Name("tmr_command_follow");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM208", 1.0, 1.0, 0.0); // Lets go
Segment("RICOM211", 1.0, 1.0, 0.0); // Follow me
Segment("RICOM212", 1.0, 1.0, 0.0); // Come with me
Segment("RICOM423", 1.0, 1.0, 0.0); // I need cover fire
}
}
SoundStreamProperties() // unit disperse
{
Name("tmr_command_stopFollow");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM207", 1.0, 1.0, 0.0); // Move out
Segment("RICOM213", 1.0, 1.0, 0.0); // Spread out
Segment("RICOM214", 1.0, 1.0, 0.0); // Disperse
Segment("RICOM219", 1.0, 1.0, 0.0); // Move out soldier
Segment("RICOM220", 1.0, 1.0, 0.0); // Move it soldier
Segment("RICOM421", 1.0, 1.0, 0.0); // Move Move Move
}
}
SoundStreamProperties() // exit vehicle
{
Name("tmr_command_getOut");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM207", 1.0, 1.0, 0.0); // Move out
Segment("RICOM217", 1.0, 1.0, 0.0); // Go go go
Segment("RICOM218", 1.0, 1.0, 0.0); // All units deploy
Segment("RICOM234", 1.0, 1.0, 0.0); // Deploy troops
Segment("RICOM225", 1.0, 1.0, 0.0); // Bail out
Segment("RICOM226", 1.0, 1.0, 0.0); // Get out
Segment("RICOM233", 1.0, 1.0, 0.0); // Get out and provide cover
}
}
SoundStreamProperties() // vehicle position available
{
Name("tmr_command_getIn");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM215", 1.0, 1.0, 0.0); // Mount up
Segment("RICOM216", 1.0, 1.0, 0.0); // Get in
Segment("RICOM223", 1.0, 1.0, 0.0); // Pile in
Segment("RICOM224", 1.0, 1.0, 0.0); // Get aboard
}
}
SoundStreamProperties() // vehicle stop
{
Name("tmr_command_stopVehicle");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM221", 1.0, 1.0, 0.0); // All stop
Segment("RICOM222", 1.0, 1.0, 0.0); // Hold it steady
Segment("RICOM230", 1.0, 1.0, 0.0); // Stop the vehicle
}
}
SoundStreamProperties() // response yes
{
Name("tmr_response_yes");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM202", 1.0, 1.0, 0.0); // Yes sir
Segment("RICOM203", 1.0, 1.0, 0.0); // Right away
Segment("RICOM204", 1.0, 1.0, 0.0); // Right away sir
}
}[/code]
SoundStreamProperties()
{
Name("tmr_inf_chatter_AcquiredTarget");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM201", 1.0, 25.0, 5.0); // Objective Acquired
Segment("RICOM408", 1.0, 25.0, 5.0); // Target Acquired
Segment("RICOM425", 1.0, 25.0, 5.0); // Target located
}
}
SoundStreamProperties()
{
Name("tmr_inf_chatter_Grenade"); // flee from grenade
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM410", 1.0, 5.0, 0.0); // Get down
Segment("RICOM416", 1.0, 5.0, 0.0); // Incoming
Segment("RICOM415", 1.0, 5.0, 0.0); // Take Cover
Segment("RICOM424", 1.0, 5.0, 0.0); // Oh No
//Segment("RICOM413", 1.0, 5.0, 0.0); // Retreat
//Segment("RICOM414", 1.0, 5.0, 0.0); // Fall back
}
}
SoundStreamProperties() // unit follow me
{
Name("tmr_command_follow");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM208", 1.0, 1.0, 0.0); // Lets go
Segment("RICOM211", 1.0, 1.0, 0.0); // Follow me
Segment("RICOM212", 1.0, 1.0, 0.0); // Come with me
Segment("RICOM423", 1.0, 1.0, 0.0); // I need cover fire
}
}
SoundStreamProperties() // unit disperse
{
Name("tmr_command_stopFollow");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM207", 1.0, 1.0, 0.0); // Move out
Segment("RICOM213", 1.0, 1.0, 0.0); // Spread out
Segment("RICOM214", 1.0, 1.0, 0.0); // Disperse
Segment("RICOM219", 1.0, 1.0, 0.0); // Move out soldier
Segment("RICOM220", 1.0, 1.0, 0.0); // Move it soldier
Segment("RICOM421", 1.0, 1.0, 0.0); // Move Move Move
}
}
SoundStreamProperties() // exit vehicle
{
Name("tmr_command_getOut");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM207", 1.0, 1.0, 0.0); // Move out
Segment("RICOM217", 1.0, 1.0, 0.0); // Go go go
Segment("RICOM218", 1.0, 1.0, 0.0); // All units deploy
Segment("RICOM234", 1.0, 1.0, 0.0); // Deploy troops
Segment("RICOM225", 1.0, 1.0, 0.0); // Bail out
Segment("RICOM226", 1.0, 1.0, 0.0); // Get out
Segment("RICOM233", 1.0, 1.0, 0.0); // Get out and provide cover
}
}
SoundStreamProperties() // vehicle position available
{
Name("tmr_command_getIn");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM215", 1.0, 1.0, 0.0); // Mount up
Segment("RICOM216", 1.0, 1.0, 0.0); // Get in
Segment("RICOM223", 1.0, 1.0, 0.0); // Pile in
Segment("RICOM224", 1.0, 1.0, 0.0); // Get aboard
}
}
SoundStreamProperties() // vehicle stop
{
Name("tmr_command_stopVehicle");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM221", 1.0, 1.0, 0.0); // All stop
Segment("RICOM222", 1.0, 1.0, 0.0); // Hold it steady
Segment("RICOM230", 1.0, 1.0, 0.0); // Stop the vehicle
}
}
SoundStreamProperties() // response yes
{
Name("tmr_response_yes");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM202", 1.0, 1.0, 0.0); // Yes sir
Segment("RICOM203", 1.0, 1.0, 0.0); // Right away
Segment("RICOM204", 1.0, 1.0, 0.0); // Right away sir
}
}[/code]
Hidden/Spoiler:
[code]// ----- Republic Tactical VO -----
// Move out
streams\RICOM207.wav
// Lets go
streams\RICOM208.wav
// Hold your position
streams\RICOM209.wav
// Hold up
streams\RICOM210.wav
// Follow me
streams\RICOM211.wav
// Come with me
streams\RICOM212.wav
// Spread out
streams\RICOM213.wav
// Disperse
streams\RICOM214.wav
// Mount up
streams\RICOM215.wav
// Get in
streams\RICOM216.wav
// Go go go
streams\RICOM217.wav
// All units deploy
streams\RICOM218.wav
// Move out soldier
streams\RICOM219.wav
// Move it soldier
streams\RICOM220.wav
// All stop
streams\RICOM221.wav
// Hold it steady
streams\RICOM222.wav
// Pile in
streams\RICOM223.wav
// Get aboard
streams\RICOM224.wav
// Bail out
streams\RICOM225.wav
// Get out
streams\RICOM226.wav
// Move it driver
streams\RICOM227.wav
// Get us out of here
streams\RICOM228.wav
// stop the vehicle
streams\RICOM230.wav
// Get out and provide cover
streams\RICOM233.wav
// Deploy troops
streams\RICOM234.wav
// Move Move Move
streams\RICOM421.wav
// I need cover fire
streams\RICOM423.wav
// ----- Republic Tactical VO Reponses -----
// Yes sir
streams\RICOM202.wav
// Right away
streams\RICOM203.wav
// Right away sir
streams\RICOM204.wav
// Negative
streams\RICOM205.wav
// Negative sir
streams\RICOM206.wav
// I cant do that
streams\RICOM237.wav[/code]
// Move out
streams\RICOM207.wav
// Lets go
streams\RICOM208.wav
// Hold your position
streams\RICOM209.wav
// Hold up
streams\RICOM210.wav
// Follow me
streams\RICOM211.wav
// Come with me
streams\RICOM212.wav
// Spread out
streams\RICOM213.wav
// Disperse
streams\RICOM214.wav
// Mount up
streams\RICOM215.wav
// Get in
streams\RICOM216.wav
// Go go go
streams\RICOM217.wav
// All units deploy
streams\RICOM218.wav
// Move out soldier
streams\RICOM219.wav
// Move it soldier
streams\RICOM220.wav
// All stop
streams\RICOM221.wav
// Hold it steady
streams\RICOM222.wav
// Pile in
streams\RICOM223.wav
// Get aboard
streams\RICOM224.wav
// Bail out
streams\RICOM225.wav
// Get out
streams\RICOM226.wav
// Move it driver
streams\RICOM227.wav
// Get us out of here
streams\RICOM228.wav
// stop the vehicle
streams\RICOM230.wav
// Get out and provide cover
streams\RICOM233.wav
// Deploy troops
streams\RICOM234.wav
// Move Move Move
streams\RICOM421.wav
// I need cover fire
streams\RICOM423.wav
// ----- Republic Tactical VO Reponses -----
// Yes sir
streams\RICOM202.wav
// Right away
streams\RICOM203.wav
// Right away sir
streams\RICOM204.wav
// Negative
streams\RICOM205.wav
// Negative sir
streams\RICOM206.wav
// I cant do that
streams\RICOM237.wav[/code]
tircw.req:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"tircw"
}
REQN
{
"config"
"tmr_unit_vo"
}
}[/code]
{
REQN
{
"bnk"
"align=2048"
"tircw"
}
REQN
{
"config"
"tmr_unit_vo"
}
}[/code]
Hidden/Spoiler:
[code]ucft
{
REQN
{
"str"
"align=2048"
"tir"
}
REQN
{
"lvl"
"tircw"
}
}[/code]
{
REQN
{
"str"
"align=2048"
"tir"
}
REQN
{
"lvl"
"tircw"
}
}[/code]
Hidden/Spoiler:
[code]ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:sound\\tir.lvl;tircw")[/code]
ReadDataFile("dc:sound\\tir.lvl;tircw")[/code]
Hidden/Spoiler:
[code]OpenAudioStream("dc:sound\\tir.lvl", "tmr_vo")[/code]
Hidden/Spoiler:
[code][GameObjectClass]
// Base class for all rep soldiers, inherits from com_inf_default
ClassParent = "com_inf_default"
GeometryName = "rep_inf_trooper.msh"
[Properties]
// Mostly sound and general VO in this file
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 = ""
//LowHealthThreshold = ".25"
FoleyFXClass = "rep_inf_trooper"
VOSound = "tmr_command_follow SC_Follow"
VOSound = "tmr_command_stopFollow SC_StopFollow"
VOSound = "tmr_command_stopVehicle SC_VehicleWaitUp"
VOSound = "tmr_command_getIn SC_GetIn"
VOSound = "tmr_command_getOut SC_GetOut"
VOSound = "tmr_response_yes SC_FollowResponse"
VOSound = "tmr_response_yes SC_StopFollowResponse"
VOSound = "tmr_response_yes SC_VehicleWaitUpResponse"
VOSound = "tmr_response_yes SC_GetInResponse"
VOSound = "tmr_response_yes SC_GetOutResponse"
VOSound = "rep1_inf_pc_com_hostile SpottedVO"
VOSound = "rep1_inf_pc_com_bacta NeedMedicVO"
VOSound = "rep1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "rep1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "rep1_inf_pc_com_transport NeedPickupVO"
VOSound = "rep1_inf_pc_com_backup NeedBackupVO"
VOSound = "rep1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "rep1_inf_pc_com_defend DefendPositionVO"
VOSound = "rep1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "rep1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "rep1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "rep1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "rep1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "rep1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "rep1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "rep1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
VOSound = "rep1_inf_chatter_AcquiredTarget_Above_VOUnitNum41 AcquiredTarget +Above +VOUnitNum41"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum41 AcquiredTarget +VOUnitNum41"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum42 AcquiredTarget +VOUnitNum42"
VOSound = "rep1_inf_chatter_AcquiredTarget_left AcquiredTarget +left"
VOSound = "rep1_inf_chatter_AcquiredTarget_right AcquiredTarget +right"
VOSound = "rep1_inf_chatter_NotShootingCriticalHit_VOUnitNum49 NotShootingCriticalHit +VOUnitNum49"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum49 AcquiredTarget +VOUnitNum49"
VOSound = "rep1_inf_chatter_NotShootingCriticalHit_VOUnitNum51 NotShootingCriticalHit +VOUnitNum51"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum51 AcquiredTarget +VOUnitNum51"
VOSound = "rep1_inf_chatter_NearbyEnemySlaughter NearbyEnemySlaughter"
VOSound = "rep1_inf_chatter_NearbyFriendlySlaughter NearbyFriendlySlaughter"
VOSound = "rep1_inf_chatter_KillingSpree4 KillingSpree4"
VOSound = "rep1_inf_chatter_KillingSpree8 KillingSpree8"
VOSound = "rep1_inf_chatter_HeadshotKill HeadshotKill"
VOSound = "tmr_inf_chatter_Grenade Grenade"[/code]
// Base class for all rep soldiers, inherits from com_inf_default
ClassParent = "com_inf_default"
GeometryName = "rep_inf_trooper.msh"
[Properties]
// Mostly sound and general VO in this file
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 = ""
//LowHealthThreshold = ".25"
FoleyFXClass = "rep_inf_trooper"
VOSound = "tmr_command_follow SC_Follow"
VOSound = "tmr_command_stopFollow SC_StopFollow"
VOSound = "tmr_command_stopVehicle SC_VehicleWaitUp"
VOSound = "tmr_command_getIn SC_GetIn"
VOSound = "tmr_command_getOut SC_GetOut"
VOSound = "tmr_response_yes SC_FollowResponse"
VOSound = "tmr_response_yes SC_StopFollowResponse"
VOSound = "tmr_response_yes SC_VehicleWaitUpResponse"
VOSound = "tmr_response_yes SC_GetInResponse"
VOSound = "tmr_response_yes SC_GetOutResponse"
VOSound = "rep1_inf_pc_com_hostile SpottedVO"
VOSound = "rep1_inf_pc_com_bacta NeedMedicVO"
VOSound = "rep1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "rep1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "rep1_inf_pc_com_transport NeedPickupVO"
VOSound = "rep1_inf_pc_com_backup NeedBackupVO"
VOSound = "rep1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "rep1_inf_pc_com_defend DefendPositionVO"
VOSound = "rep1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "rep1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "rep1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "rep1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "rep1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "rep1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "rep1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "rep1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
VOSound = "rep1_inf_chatter_AcquiredTarget_Above_VOUnitNum41 AcquiredTarget +Above +VOUnitNum41"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum41 AcquiredTarget +VOUnitNum41"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum42 AcquiredTarget +VOUnitNum42"
VOSound = "rep1_inf_chatter_AcquiredTarget_left AcquiredTarget +left"
VOSound = "rep1_inf_chatter_AcquiredTarget_right AcquiredTarget +right"
VOSound = "rep1_inf_chatter_NotShootingCriticalHit_VOUnitNum49 NotShootingCriticalHit +VOUnitNum49"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum49 AcquiredTarget +VOUnitNum49"
VOSound = "rep1_inf_chatter_NotShootingCriticalHit_VOUnitNum51 NotShootingCriticalHit +VOUnitNum51"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum51 AcquiredTarget +VOUnitNum51"
VOSound = "rep1_inf_chatter_NearbyEnemySlaughter NearbyEnemySlaughter"
VOSound = "rep1_inf_chatter_NearbyFriendlySlaughter NearbyFriendlySlaughter"
VOSound = "rep1_inf_chatter_KillingSpree4 KillingSpree4"
VOSound = "rep1_inf_chatter_KillingSpree8 KillingSpree8"
VOSound = "rep1_inf_chatter_HeadshotKill HeadshotKill"
VOSound = "tmr_inf_chatter_Grenade Grenade"[/code]
Code: Select all
tags! Silly me, should be much more legible now.