Adding Custom Voice Files

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Re: Adding Custom Voice Files

Postby kkirspel on Tue Nov 16, 2010 6:34 am

Kyl' for the win! Hopefully hani130 didn't lose interest... :/
And yup, a pretty cool guy; I think you answered one of, if not, the very first question(s) I ever asked on the forums about 2 years ago lol
The inspiration as to why I'm here: Adam Foster; Minerva. Great job man.
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Re: Adding Custom Voice Files

Postby hani130 on Thu Nov 18, 2010 12:42 am

No I didnt lose it. Infact I changed my windows lol and back to XP now my custom sounds are working but I am having another issue
My choreo works good in faceposer but whenever I try to run it in mod, it shows every animation but no sound. console says "something.wav not precached" I tried to run it through soundscript too but it shows same error on console. please help. I am using source engine 2006 in my mod as a game. any idea ??? my console says sound not precached.
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Re: Adding Custom Voice Files

Postby hani130 on Thu Nov 18, 2010 1:26 am

Kyl: thx for the reply I can add custom wave files now because I got a sotware for sound recording and i think i had some format problem because now its taking files from same folder unlike before.
Another issue I am having is my chreographic scene works fine in faceposer but in mod play the animations work but the sound doesn't. it shows some error on console that says"something.wav not precached". I am attaching jpegs for clear understanding. I want to resolve two problems:
1. Why my sound not working in play mod but animations are
2. Why the subtitles are not coming in play mod?
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Re: Adding Custom Voice Files

Postby kkirspel on Thu Nov 18, 2010 3:11 am

The inspiration as to why I'm here: Adam Foster; Minerva. Great job man.
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Re: Adding Custom Voice Files

Postby hani130 on Thu Nov 18, 2010 4:03 am

I found out that the voice only works with script and not as a raw sound. raw sound might work in faceposer but not in play mod. now I ran into another issue:( my faceposer can see only 2 script files and I made 4 separate scripts for them *showed above in jpegs). I checked rechecked but I don't know why it cant detect other 2 scripts here is a jpeg. Image
I want these 4 sounds or sound scripts to run in one go i thought its better to cut them into 4 small sounds and attach them in faceposer but through sound script it only is reading two files and only those are playable in mod
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Re: Adding Custom Voice Files

Postby Kyl' on Thu Nov 18, 2010 5:18 pm

Hey,

You have some "..." in your manifest. They shouldn't be there. I used them in my tutorial to explain there are many other lines :-)

If that doesn't work, try placing all soundscripts in one file. Do some tweakings of the like to try to understand why it doesn't work.

In your last screenshot, you have a soundscript selected, but he can't seem to find the sound file associated. When a soundscript is selected in that window, you should see info next to "Wave file" and "Script file". Maybe remove the "../sound/" in your soundscript. The default path is already inside the "sound" folder.
Also, I use "\" instead of "/". Don't know if that makes much of a difference.

Code: Select all
"healthexpert_First_Dialogues"
{
   "channel"   "CHAN_VOICE"
   "volume"   "0.600000"
   "pitch"      "PITCH_NORM"

   "soundlevel"   "SNDLVL_TALKING"   

   "wave"      "HealthExpert.wav"
}


As for subtitles, I have the same problem here. Since the crappy update that broke all mods, subtitles don't show up anymore, and I have no clue why.
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Re: Adding Custom Voice Files

Postby hani130 on Thu Nov 18, 2010 9:14 pm

Hey Kyl: Thanks man it worked once I removed "..." and placed it only in the end of the file and also i removed /sound. I also noticed one thing that once you make your soundscript its better to close the faceposer and start it all over again and then you are able to see soundscript.THANKS LOAAAAAAAAAAAAAAAADs

Can you suggest me something for my single player to interact with NPC. for example I want my player to ask a question in close caption or voice and then my npc should answer it as choreographed scene. Although I am able to make a choreographed scene but I want the first step before this that is how player can interact with npc???

How about closedcaptions ?? they are not appearing on my screen do I need separate file for each script in resource folder or what ?or I put them all together like sound manifest?
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Re: Adding Custom Voice Files

Postby Kyl' on Sun Nov 21, 2010 12:29 am

As I said, for me subtitles / captions are broken in mods. No idea about how to show them in a 2006 Source engine mod anymore. It worked perfectly once.
As for the interaction with NPC, don't they trigger an output when being "used" ? Otherwise just attach a func_button item to them, this will trigger the "onPressed" output when used. This output should then starts a scene.

Hope this helps, mate.
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Re: Adding Custom Voice Files

Postby hani130 on Sun Nov 21, 2010 9:28 am

my faceposer choreo is working with trigger but how do I choreograph a scene for a !player so I play it first and then npc choreo as a reply???I saw the tutorial for npc script but how will it work in faceposer because there is no model for player in it?
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Re: Adding Custom Voice Files

Postby Kyl' on Mon Nov 22, 2010 10:51 am

You don't need to associate a mdl to an actor :-)
The reason why you associate a model is when having a scene multiple actors, so Faceposer knows which model corresponds to which actor. That's all. The link between the actor in Faceposer and the actor in Hammer, is only the name of the actor, nothing else.

Just add an actor called !played. And it works :-)
As for the soundscript for the player, it looks like something like that :

Code: Select all
"npc_mandella.01.mandella01"
{
   "channel"   "CHAN_WEAPON"
   "volume"   "0.6"
   "pitch"      "PITCH_NORM"

   "soundlevel"   "0"   

   "wave"      "#rebellion\vo\01_1\mandella01.wav"
}


With CHAN_WEAPON for the channel, and a # before the wave to say "don't apply SFX on the sound".

It's all in the tutorial :-)
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Re: Adding Custom Voice Files

Postby hani130 on Mon Nov 22, 2010 12:20 pm

Thx Kyl: I tried with the script you wrote but I didn't know how to run it in faceposer with a info_start_player. I wrote the script same way for my !player and tried to run it with ambient_generic but it didn't work after trigger. so I try what you said

I open faceposer name my actor !player and add script file of a sound script which I want from my info_start_player and it will work?? I do it and let you know if it works
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Re: Adding Custom Voice Files

Postby hani130 on Mon Nov 22, 2010 12:25 pm

but then how to trigger the next choreographic scene once !player sound is finished? I have put a trigger to start my !player sound(as question) once player is finished I want my NPC's choreographed scene to start.
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Re: Adding Custom Voice Files

Postby Kyl' on Mon Nov 22, 2010 2:26 pm

Either you put it all in one scene.
Or once one scene is over, the OnComplete (or something) event will be triggered. Just trigger the next scene then :-)
Or place a trigger in your previous scene, which will be triggered by your logic_choreographed_scene output OnTrigger# (from 1 to 8).

Take a closer look at the object, you don't seem to have a clear understanding of it yet :-)
http://developer.valvesoftware.com/wiki ... phed_scene
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Re: Adding Custom Voice Files

Postby hani130 on Tue Nov 23, 2010 9:04 am

Yeah you are right I started to learn this thing just last month and I have to use this all for my project.
I used the choreography as you told me and it is working but now another issue I am having is my dialogues(info_player_start) just start right after i load a map and not with trigger. I used trigger for my dialoges and then my npc dialogues as a reply. The dialogues sequeal is working fine but initially it just starts off with the map loading and not with trigger any idea?
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Re: Adding Custom Voice Files

Postby Kyl' on Tue Nov 23, 2010 12:16 pm

Why do you keep talking about info_player_start ? Fuck that entity, it's only used as the spawnpoint for the player.
I invite you to take a look at some tutorials about Outputs & Inputs, plus trigger volumes, to really understand the logic of making scripts. I believe that's where your problem lies :-)
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