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Thread: Unit voices and Unique voice overhauls

  1. #21

    Default Re: Unit voices and Unique voice overhauls

    ok thank you for the info!

  2. #22
    Withwnar's Avatar Script To The Waist
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    Default Unique Strat Map Voices for Unique Characters

    Unique Strat Map Voices for Unique Characters

    This is based on the findings here, starting half way down that post and in subsequent posts.

    It uses script to play the voice sound whenever any general (named character) is selected on the strat map. If it's the custom general then the sound played is chosen from one pool of voice audio files; if it's any other general then it's chosen from a different pool.

    This example is for Galadriel, a general of the Lorien faction. Selecting Galadriel plays a custom Galadriel voice. Selecting anybody else plays a 'generic' voice.

    A new "Lorien" accent was created, copied from one of the existing ones, and assigned to only the Lorien faction.

    In export_descr_sounds_stratmap_voice.txt the normal general-selected sounds were removed...

    Code:
    accent Lorien
            ...
            type General
                     ...
                     vocal Selected
                              event
                                       folder data/sounds/Voice/Human/Localized/Camp_Map
                              end
    Do likewise for Selected_Dread and Selected_Chivalry.

    All of the other character types and events are there, just not shown here. The point is that these Selected events have no sound files in them, so at the moment if a Lorien general was selected then nothing would be played. (I don't know if the "folder" still needs mentioning like it is above, nor if the event is even needed at all here.)

    In descr_sounds_generic.txt two entries were added. These are what script plays.

    Code:
    event GALADRIEL_SELECTED streamed
    folder data/sounds/SFX/campaign_map
    gala01.mp3
    gala02.mp3
    gala03.mp3
    gala04.mp3
    end
    
    event LORIEN_GENERAL_SELECTED streamed
    folder data/sounds/Voice/Human/Localized/Camp_Map
    xEnglish_General_Selected_3.mp3
    xEnglish_General_Selected_4.mp3
    end
    Those LORIEN_GENERAL_SELECTED MP3s are the ones that were removed from export_descr_sounds_stratmap_voice.txt. i.e. The normal voices for selected generals of this Lorien accent.

    The GALADRIEL_SELECTED MP3s are custom made ones of Galadriel's voice.

    In campaign_script.txt we add some monitors to play the sounds...

    Code:
    monitor_event CharacterSelected Trait Galadriel > 0
      play_sound_event GALADRIEL_SELECTED
    end_monitor
    
    monitor_event CharacterSelected FactionType turks
      and AgentType = named_character
      and not Trait Galadriel > 0
      play_sound_event LORIEN_GENERAL_SELECTED
    end_monitor
    The Galadriel character has a trait, also named "Galadriel". Nobody else ever gets this trait. Therefore, if a character is selected and they have this trait then we are certain that it is Galadriel who was selected. So we play her voice via the play_sound_event command: this will make descr_sounds_generic.txt play one of the GALADRIEL_SELECTED MP3s.

    The second monitor is for any Lorien general EXCEPT Galadriel:
    - FactionType turks => Lorien
    - AgentType = named_character => general (i.e. selecting other Lorien agent types - captains, admirals, spies, etc. - won't play this sound)
    - not Trait Galadriel > 0 => does not have the Galadriel trait => is not Galadriel
    This will play one of the LORIEN_GENERAL_SELECTED MP3s via descr_sounds_generic.txt.

    In summary: for all generals of this faction, when selected, don't play voices via export_descr_sounds_stratmap_voice.txt, play them via script instead. Script is able to figure out who the character is and therefore which voice to play.

    More characters could be added of course. It isn't limited to one unique character.

    However, it ONLY works for the Selected event because that's the only one for which an associated scripting event exists (CharacterSelected). So when Galadriel is told to move somewhere, for example, then her voice will still be as per export_descr_sounds_stratmap_voice.txt (Movement_Ordered) and therefore a 'standard' voice, not her custom voice.

    NOTE: It might not be necessary to create a new Accent. For example, if Lorien and some other factions are of the same Culture (e.g. "greek"), and all of those greek-culture factions have the same Accent (e.g. "Greek"), and no other faction has that Accent, then you could instead remove the General-Selected voices from the Greek accent and have this as the second script monitor...

    Code:
    monitor_event CharacterSelected CultureType greek
      and AgentType = named_character
      and not Trait Galadriel > 0
      play_sound_event LORIEN_GENERAL_SELECTED
    end_monitor
    (In this case LORIEN_GENERAL_SELECTED is a poor name choice because it's not just for Lorien voices now.)

    ~~~

    Ngugi, perhaps you could add a link to this in the OP?
    Last edited by Withwnar; May 11, 2019 at 09:54 PM.

  3. #23
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Unit voices and Unique voice overhauls

    Thank you, this is a great addition
    Linked!

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  4. #24

    Default Re: Unit voices and Unique voice overhauls

    hey ive tried to merge the voices from greek EBII to byzantine faction from stainless steel however the entire faction campaing/battle gone silent, any help ? i made a test changing only one faction voice the toxotai, thanks

  5. #25

    Default Re: Unit voices and Unique voice overhauls

    Did you rebuild your events.dat?

  6. #26

    Default Re: Unit voices and Unique voice overhauls

    It doesn't work for me,I tried to give an unit the existing voice of another unit, and both "Events" files rebuild just fine, but the "Voice" ones rebuild to 24 bytes (empty) and all units are silent...
    Last edited by Tyberius; February 26, 2023 at 12:06 AM.

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