Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Voice Handler Help [SOLVED]
A.M Team Offline
Banned

Posts: 811
Threads: 63
Joined: Sep 2014
#1
Voice Handler Help [SOLVED]

The Voice Handler (VH), as some of you know, is the program that controls all the sounds in-game that have some form of distinguishable language in them and gives them subtitles. This can be used for easily dubbing/subtitling major sounds and entities in the game into languages like French, German, Russian, ect.

My question is that even though I have generated the names for the sounds and renamed the sounds accordingly, while putting them in the right folder (lang/eng/voices/level_name) I still cannot get the voice to be heard in-game and through the VH.

Can someone help me please?
(This post was last modified: 01-22-2016, 06:57 PM by A.M Team.)
01-12-2016, 06:43 PM
Find
WALP Offline
Posting Freak

Posts: 1,221
Threads: 34
Joined: Aug 2012
Reputation: 45
#2
RE: Voice Handler Help

What I did was auto generate not just names, but the whole voice files with computer voice using the voice handler, and then overwriting them.

You do this by Options -> Auto-Generate Text to Speech files -> All lines

and then selecting the (mod/assets/lang/eng/voices/level_name) folder

I would advice comparing with frictional's original files to see what is wrong.

as well you can reference how it was done in my FUGA mod:
(note some users have experienced crashes with the moddb download, but files should still be accessable for reference. )
http://www.moddb.com/mods/martin-and-koopars07/#5711165


Also make sure to test first that it works with the computer generated voice at all, otherwise there is something wrong with how you setup the .lang/script
(This post was last modified: 01-12-2016, 07:14 PM by WALP.)
01-12-2016, 07:11 PM
Find
A.M Team Offline
Banned

Posts: 811
Threads: 63
Joined: Sep 2014
#3
RE: Voice Handler Help

Thanks but unfortunately it didn't work (the t.t.s. worked in the computer files but not in the VH). Would it be useful to you if I told you I want the Puppet monster to say random quotes while walking around? Should I send over the voice files to you? It's your call.
(This post was last modified: 01-12-2016, 08:15 PM by A.M Team.)
01-12-2016, 08:14 PM
Find
WALP Offline
Posting Freak

Posts: 1,221
Threads: 34
Joined: Aug 2012
Reputation: 45
#4
RE: Voice Handler Help

(01-12-2016, 08:14 PM)TheDoctorPoo Wrote: Thanks but unfortunately it didn't work (the t.t.s. worked in the computer files but not in the VH). Would it be useful to you if I told you I want the Puppet monster to say random quotes while walking around? Should I send over the voice files to you? It's your call.

what do you mean by "worked in the computer files"? did it not generate audio files?

I have only been using the voiceplay function to play voices. If you want the monsters to do quotes like that you want to make use of the bark system, which I don't really have any experience with.
01-12-2016, 09:11 PM
Find
A.M Team Offline
Banned

Posts: 811
Threads: 63
Joined: Sep 2014
#5
RE: Voice Handler Help

Like it created the files but it didn't play them in-game. And I am using a bark system, using the bark systems of the Crawlers as a reference. You need to put the subjects name (where the subtitles are) as IdleSubject (mine is TalkingAndrew) in the editor as well as the VoiceCharacter (mine is called Andrew).
01-12-2016, 11:42 PM
Find
WALP Offline
Posting Freak

Posts: 1,221
Threads: 34
Joined: Aug 2012
Reputation: 45
#6
RE: Voice Handler Help

I don't remember the crawler having any barks in the final game, and the voices it does when you pull out the plugs are scripted using voice play. Maybe try referencing akers or one of the swimbots that talk to themselves?
(This post was last modified: 01-13-2016, 07:03 AM by WALP.)
01-13-2016, 07:03 AM
Find
Abion47 Offline
Senior Member

Posts: 369
Threads: 22
Joined: Oct 2015
Reputation: 46
#7
RE: Voice Handler Help

I bet the robothead would be a good one to look at. She does a whole lot of talking to herself.
(This post was last modified: 01-13-2016, 10:20 AM by Abion47.)
01-13-2016, 10:20 AM
Find
A.M Team Offline
Banned

Posts: 811
Threads: 63
Joined: Sep 2014
#8
RE: Voice Handler Help

Hello and sorry for the bump,

I set up the voice EXACTLY the way the Crawler enemy is set from upsilon_outside (setting it to GUIWorld, entity from the map, even the generation of the .ogg names)

So when I test it on a FG made agent_humunoid_npc it does ... this.

http://imgur.com/a/tqDVb

It moves like the Exorcist and glitches through walls like some sort of phantom. I am scared. Any help? Confused
01-20-2016, 10:05 PM
Find
WALP Offline
Posting Freak

Posts: 1,221
Threads: 34
Joined: Aug 2012
Reputation: 45
#9
RE: Voice Handler Help

by EXACTLY do you mean you used Voice_Play() in the .hps to play the voices? cause that's how FG did it and as far as I am aware the bark system does not properly come into play here

EDIT: Nevermind I thought you meant the npc from upsilon inside
(This post was last modified: 01-21-2016, 07:57 AM by WALP.)
01-21-2016, 07:55 AM
Find
A.M Team Offline
Banned

Posts: 811
Threads: 63
Joined: Sep 2014
#10
RE: Voice Handler Help

Welp with thanks to WALP and Abion I have finally got it to play the sounds in-game without the need of a .fsb file! Smile

"I talk to myself for a reason, so I can blend with the crazies. I'm not crazy."
- The first person you talk to
01-22-2016, 06:56 PM
Find




Users browsing this thread: 1 Guest(s)