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  1. #1

    Default Adding voices into the game and all that...

    I have recently begun down the long road of modding, and I have offered my services to the Silly Old Duffers Mod to add in the voices for the mod. However, I have hit a snag... I don't know how to add sound files or create suitable sound files to add to the game. So basically, I'm looking for some splendid chap to come along and tell me how to create voice files for units. Then I can send the voice files to leader of the Mod and he can implement them into the game. Thank you lads.

  2. #2
    Steph's Avatar Maréchal de France
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    Default Re: Adding voices into the game and all that...

    Try a microphone

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    Default Re: Adding voices into the game and all that...

    Oh, is that it. RightyO, thankyou Steph.

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    Steph's Avatar Maréchal de France
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    Default Re: Adding voices into the game and all that...

    Creating the voice files is technically not difficult: record yourself with a microphone and save as mp3.
    You can use a tool such as aucacity to edit the file if you want.

    The difficulty is to speak with a voice that fit well with the other voices, with no background noise, etc.

    Then adding the sounds in the game is another matter.

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    Live2sculpt's Avatar Senator
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    Default Re: Adding voices into the game and all that...

    Quote Originally Posted by Steph View Post
    Creating the voice files is technically not difficult: record yourself with a microphone and save as mp3.<br>
    You can use a tool such as aucacity to edit the file if you want.<br>
    <br>
    The difficulty is to speak with a voice that fit well with the other voices, with no background noise, etc.<br>
    <br>
    Then adding the sounds in the game is another matter.

    Please illuminate that 'other matter' if you could Steph.
    Others are curious as well, on exactly HOW to add additional sounds to the game rather than just replacing them.


    *edit Nov 20th 2012? Sheesh.. this part of the forums is soooo dead now.

    Still would hope for some instruction if you're around Steph...
    Last edited by Live2sculpt; March 10, 2013 at 01:48 PM.

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    Steph's Avatar Maréchal de France
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    Default Re: Adding voices into the game and all that...

    You need Symphony tool from Crux3D. With that you can "decompile" the sound files. It gives several files, essentially a csv file and an sound bank (XML file).
    In the csv file, you'll find lines with each sound event, like
    "Line_Infantry_Selected", then some parameters (volume, fade distance, etc), and then a list of path to mp3 files. If you have only one mp3 files, it is always played. If you have several files (several columns), the sounds is randomly played among them.

    Then in the sound bank, the XML file, you have game event, and list of classes / units, and you associate it with the csv files.

    Exemple


    <sound_bank_event sound_event_name="unit_voices_selected_MoE_British_artillery_Rocket">
    <event>unit_voices_selected</event>
    <unit>MoE_Art_Fix_British_Rocket_Troop_1813</unit>
    </sound_bank_event>

    This means that when a unit is selected ( <event>unit_voices_selected</event), if the unit is the British rocket troop ( <unit>MoE_Art_Fix_British_Rocket_Troop_1813</unit>), then the engine has to look in the csv file for the "unit_voices_selected_MoE_British_artillery_Rocket" line, and the actual mp3 files can be found there.

    Once you have added all your units, link them to event in the XML file, and linked the events to the sound files in the csv files, you use again Crux3D to recompile the sound bank, and add it to your mod.

    The big problem with this is there can be only one compiled sound bank, and if you add, delete or change the units, then it doesn't work anymore: voices are all mixed up. You need to recompile the sound bank everytime you change something in the units table.

    If also means each mod can only provide a sound bank compatible with itself, not with other mods (since they introduce unit changes which are not in your own mod, and so not visible with symphony). If you want to mix several mods, then you'd have to get the csv and xml files for each mod, merge them, install all the mods, and then recompile the merged sound banks with all the mods installed.

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    Live2sculpt's Avatar Senator
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    Default Re: Adding voices into the game and all that...

    "If also means each mod can only provide a sound bank compatible with itself, not with other mods (since they introduce unit changes which are not in your own mod, and so not visible with symphony). If you want to mix several mods, then you'd have to get the csv and xml files for each mod, merge them, install all the mods, and then recompile the merged sound banks with all the mods installed."

    That explains why we don't see much talk about the proceedure; it's too difficult to modularize for general use.

    Not a problem for me personally, as I make a hobby out of stitching different tables and pack files together for my own amusement.

    Thanks! Rep+!

    Getting a tad OT here, but while I have your considerable knowledge available here, please listen to my proposal, and stop me short if you think it can't work.

    Simulating the far travelling low decibel 'boom' of artillery. As an ex gunner myself, it disturbs me to see arty flash 1k distance and not hear it.

    My plan is to either add a secondary, simultaneous, low decibel sound that is technically louder and can be heard farther away, and/or edit the parameters indicated in that csv file to extend the range of that artillery sound. Heck, maybe even alter the pitch or speed of that sounds travel if the parameters are available.

    Please tell me if this seems possible. If not, I'll save learning to use Symphony for a later day.

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    Steph's Avatar Maréchal de France
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    Default Re: Adding voices into the game and all that...

    There's some good chance it is possible. You can play with sound volume and distance.
    I'm not sure you can have two sounds played from the same events, but you can modify one.

    I modified mostly the voices, so I can't tell for sure for the weapon sounds.

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    Live2sculpt's Avatar Senator
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    Default Re: Adding voices into the game and all that...

    Quote Originally Posted by Steph View Post
    There's some good chance it is possible. You can play with sound volume and distance.
    I'm not sure you can have two sounds played from the same events, but you can modify one.

    I modified mostly the voices, so I can't tell for sure for the weapon sounds.
    Thanks. It sounds like I'll simply extend the distance those particular sounds can travel.
    And from what you've told us, it sounds like the repacked file I'm finished with would only function with my own mod collection. If I wanted to share, the best I could do is edit one ready for vanilla users, right?

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    Steph's Avatar Maréchal de France
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    Default Re: Adding voices into the game and all that...

    You could, but it would work only for a completly unmodded units table.

    If you recompile your sound bank, you'll also notice that the units will start speaking correctly (ie no more "revolutionary infantry" when selecting artillery).

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    Live2sculpt's Avatar Senator
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    Default Re: Adding voices into the game and all that...

    Quote Originally Posted by Steph View Post
    You could, but it would work only for a completly unmodded units table.
    My home modding hasn't actually added any new units outside of the official DLC ones. It's just changed their stats. Does that still count against my being able to share the changed file for non-modded games, or would ANY alterations to the units table make it unique?

    Just looked over Symphony; I gotta say, I'm rusty as hell in using command prompt tools. Even with the instructions being clear, I'm gonna fumble around relearning basic command line syntax.

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    Steph's Avatar Maréchal de France
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    Default Re: Adding voices into the game and all that...

    if you use the DLC, it should work. It's any other mod that will generate issues.

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    Live2sculpt's Avatar Senator
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    Default Re: Adding voices into the game and all that...

    LOL It's DAYS later, and I still haven't found the time to brush up on the basics of command prompt use so to utilize Symphony. It's frustrating because I can tell that it's simple...

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    Steph's Avatar Maréchal de France
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    Default Re: Adding voices into the game and all that...

    I have two .bat files to help. Change the path in bold to where your came is installed, and the oath in italic to your working dolder, and the underline part to your install folder (supposing you have windows

    symphony pack "F:\Strategy\Steam\SteamApps\common\napoleon total war" "E:\Game modding\NTW\Steph\Voices\Extract" "C:\Users\Stephane\AppData\Roaming\The Creative Assembly\Napoleon\scripts\user.script.txt" "E:\Game modding\NTW\Steph\Voices\Pack"

    symphony extract "F:\Strategy\Steam\SteamApps\common\napoleon total war" "E:\Game modding\NTW\Steph\Voices\Extract"

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    Live2sculpt's Avatar Senator
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    Default Re: Adding voices into the game and all that...

    Thanks Steph,
    Using the unpack bat file I was able to unpack and inspect the content. I'm not sure if my packer bat is working though; I don't see much more than a blink of dos prompt window, and nothing is deposited in my designated Pack folder.

    Inspection seems to show me that the distance fade values are designated in the sound_settings.xml file:

    Spoiler Alert, click show to read: 
    <settings>
    <unknown>1.000000</unknown>
    <SS_MIN_ROPE_CREAK_TIME>3.000000</SS_MIN_ROPE_CREAK_TIME>
    <SS_MAX_ROPE_CREAK_TIME>7.000000</SS_MAX_ROPE_CREAK_TIME>
    <SS_MIN_SHIP_BELL_RING_TIME>5.000000</SS_MIN_SHIP_BELL_RING_TIME>
    <SS_MAX_SHIP_BELL_RING_TIME>25.000000</SS_MAX_SHIP_BELL_RING_TIME>
    <SS_MIN_SEAGULL_TIME>0.500000</SS_MIN_SEAGULL_TIME>
    <SS_MAX_SEAGULL_TIME>10.000000</SS_MAX_SEAGULL_TIME>
    <SS_SEAGULL_MAX_DISTANCE_FROM_LISTENER>100.000000</SS_SEAGULL_MAX_DISTANCE_FROM_LISTENER>
    <SS_MILES_DIGITAL_MASTER_VOLUME_LEVEL>10.000000</SS_MILES_DIGITAL_MASTER_VOLUME_LEVEL>
    <SS_VOLUME_ROLLOFF>1.000000</SS_VOLUME_ROLLOFF>
    <SS_VOLUME_CUTOFF>1.000000</SS_VOLUME_CUTOFF>
    <SS_LOW_PASS_FILTER>0.010000</SS_LOW_PASS_FILTER>
    <SS_DOPPLER>1.000000</SS_DOPPLER>
    <SS_MIN_THUNDER_TIME>5.000000</SS_MIN_THUNDER_TIME>
    <SS_MAX_THUNDER_TIME>10.000000</SS_MAX_THUNDER_TIME>
    <SS_THUNDER_MAX_DISTANCE_FROM_LISTENER>100.000000</SS_THUNDER_MAX_DISTANCE_FROM_LISTENER>
    <SS_MIN_BIRD_TIME>5.000000</SS_MIN_BIRD_TIME>
    <SS_MAX_BIRD_TIME>10.000000</SS_MAX_BIRD_TIME>
    <SS_BIRD_MAX_DISTANCE_FROM_LISTENER>100.000000</SS_BIRD_MAX_DISTANCE_FROM_LISTENER>
    <SS_MIN_AMBIENCE_TIME>5.000000</SS_MIN_AMBIENCE_TIME>
    <SS_MAX_AMBIENCE_TIME>10.000000</SS_MAX_AMBIENCE_TIME>
    <SS_AMBIENCE_MAX_DISTANCE_FROM_LISTENER>100.000000</SS_AMBIENCE_MAX_DISTANCE_FROM_LISTENER>
    <SS_UI_TAB_FADE_OUT_TIME>1.000000</SS_UI_TAB_FADE_OUT_TIME>
    <GROUP_INFANTRY_MIN_ENTITIES>5.000000</GROUP_INFANTRY_MIN_ENTITIES>
    <GROUP_INFANTRY_MAX_ENTITIES>60.000000</GROUP_INFANTRY_MAX_ENTITIES>
    <GROUP_HORSES_MIN_ENTITIES>5.000000</GROUP_HORSES_MIN_ENTITIES>
    <GROUP_HORSES_MAX_ENTITIES>60.000000</GROUP_HORSES_MAX_ENTITIES>
    <GROUP_CAMELS_MIN_ENTITIES>5.000000</GROUP_CAMELS_MIN_ENTITIES>
    <GROUP_CAMELS_MAX_ENTITIES>60.000000</GROUP_CAMELS_MAX_ENTITIES>
    <GROUP_ELEPHANTS_MIN_ENTITIES>5.000000</GROUP_ELEPHANTS_MIN_ENTITIES>
    <GROUP_ELEPHANTS_MAX_ENTITIES>60.000000</GROUP_ELEPHANTS_MAX_ENTITIES>
    <GROUP_ARTILLERY_MIN_ENTITIES>5.000000</GROUP_ARTILLERY_MIN_ENTITIES>
    <GROUP_ARTILLERY_MAX_ENTITIES>10.000000</GROUP_ARTILLERY_MAX_ENTITIES>
    <MOVIE_VOLUME>1.000000</MOVIE_VOLUME>
    <CAMPAIGN_WIND_FADE_POS_NORTH_MAX>425.000000</CAMPAIGN_WIND_FADE_POS_NORTH_MAX>
    <CAMPAIGN_WIND_FADE_POS_NORTH_MIN>265.000000</CAMPAIGN_WIND_FADE_POS_NORTH_MIN>
    <CAMPAIGN_WIND_FADE_POS_SOUTH_MAX>375.000000</CAMPAIGN_WIND_FADE_POS_SOUTH_MAX>
    <CAMPAIGN_WIND_FADE_POS_SOUTH_MIN>100.000000</CAMPAIGN_WIND_FADE_POS_SOUTH_MIN>
    <GLOBAL_RECORDED_DISTANCE_MULTIPLIER>14.000000</GLOBAL_RECORDED_DISTANCE_MULTIPLIER>
    <idle_unit_sound_min_time>15.000000</idle_unit_sound_min_time>
    <idle_unit_sound_max_time>30.000000</idle_unit_sound_max_time>
    <exertion_unit_sound_min_time>5.000000</exertion_unit_sound_min_time>
    <exertion_unit_sound_max_time>10.000000</exertion_unit_sound_max_time>
    <unit_incidental_voice_min_time>15.000000</unit_incidental_voice_min_time>
    <unit_incidental_voice_max_time>30.000000</unit_incidental_voice_max_time>
    <ship_incidental_min_time>5.000000</ship_incidental_min_time>
    <ship_incidental_max_time>20.000000</ship_incidental_max_time>
    <ship_fleeing_min_time>30.000000</ship_fleeing_min_time>
    <ship_fleeing_max_time>100.000000</ship_fleeing_max_time>
    <ship_fleeing_min_time>30.000000</ship_fleeing_min_time>
    <ship_fleeing_max_time>100.000000</ship_fleeing_max_time>
    <unit_group_sound_distance_silent>30000.000000</unit_group_sound_distance_silent>
    <unit_group_sound_distance_far>20000.000000</unit_group_sound_distance_far>
    <unit_group_sound_distance_near>7000.000000</unit_group_sound_distance_near>
    <unit_group_sound_distance_close>0.000000</unit_group_sound_distance_close>
    <battle_wind_crossfade_time>1.000000</battle_wind_crossfade_time>
    <campaign_ambience_height_value>0.000000</campaign_ambience_height_value>
    <SS_LOW_PASS_FILTER_MIN>0.050000</SS_LOW_PASS_FILTER_MIN>
    <MIN_BUGLE_CHARGE_TIME>5.000000</MIN_BUGLE_CHARGE_TIME>
    <MAX_BUGLE_CHARGE_TIME>10.000000</MAX_BUGLE_CHARGE_TIME>
    <SS_BATTLE_SCRIPT_VOLUME>0.150000</SS_BATTLE_SCRIPT_VOLUME>
    <SS_SPEAKERS_VOLUME_MULTIPLIER>1.000000</SS_SPEAKERS_VOLUME_MULTIPLIER>
    <SS_HEADPHONES_VOLUME_MULTIPLIER>0.500000</SS_HEADPHONES_VOLUME_MULTIPLIER>
    <CAMPAIGN_GLOBAL_RECORDED_DISTANCE_MULTIPLIER>20.000000</CAMPAIGN_GLOBAL_RECORDED_DISTANCE_MULTIPLIER>
    <LAND_BATTLE_TIME_UNTIL_DEPLOYMENT_MUSIC_PLAYS>40.000000</LAND_BATTLE_TIME_UNTIL_DEPLOYMENT_MUSIC_PLAYS>
    <SEA_BATTLE_TIME_UNTIL_DEPLOYMENT_MUSIC_PLAYS>40.000000</SEA_BATTLE_TIME_UNTIL_DEPLOYMENT_MUSIC_PLAYS>
    <PERCENTAGE_OF_SHIPS_FIGHTING_FOR_BATTLE_MUSIC_TO_PLAY>10.000000</PERCENTAGE_OF_SHIPS_FIGHTING_FOR_BATTLE_MUSIC_TO_PLAY>
    <PERCENTAGE_OF_LAND_UNITS_FIGHTING_FOR_BATTLE_MUSIC_TO_PLAY>10.000000</PERCENTAGE_OF_LAND_UNITS_FIGHTING_FOR_BATTLE_MUSIC_TO_PLAY>
    <MIN_PROJECTILES_IN_FLIGHT_FOR_SHIP_TO_BE_CONSIDERED_A_COMBATANT>10.000000</MIN_PROJECTILES_IN_FLIGHT_FOR_SHIP_TO_BE_CONSIDERED_A_COMBATANT>
    <TIME_BEFORE_PROJECTILE_IMPACT_TO_PLAY_INCOMING_SOUND>1.000000</TIME_BEFORE_PROJECTILE_IMPACT_TO_PLAY_INCOMING_SOUND>
    <MIN_DIST_TO_APPLY_DISTANCE_FROM_LISTENER_TRIGGER_DELAY>100.000000</MIN_DIST_TO_APPLY_DISTANCE_FROM_LISTENER_TRIGGER_DELAY>
    <MIN_DISTANCE_FROM_LISTENER_TRIGGER_DELAY>0.100000</MIN_DISTANCE_FROM_LISTENER_TRIGGER_DELAY>
    <SPEED_OF_SOUND_IN_METRES_PER_SECOND>340.290009</SPEED_OF_SOUND_IN_METRES_PER_SECOND>


    I changed "<unit_group_sound_distance_silent>30000.000000</unit_group_sound_distance_silent>" to "<unit_group_sound_distance_silent>90000.000000</unit_group_sound_distance_silent>"

    Lines such as "<GROUP_ARTILLERY_MAX_ENTITIES>10.000000</GROUP_ARTILLERY_MAX_ENTITIES>" have me concerned that extending distant sounds might max out the individual noises in a certain area faster. Or that it'd require maximum sound cache etc. settings. Or that it may draw on the CPU more. Or that had been happening all along and I simply never noticed that the distant noises were being over-rode by closer prox sounds.

    Anyway, testing controlled battles, but I'm not sure if I'm hearing the results of my change, or if my repack isn't working. If I am supposed to find my repacked product in that designated pack folder, and manually place it in the install directory, then NO, I haven't got it done yet. If the pack bat simply tells symphony to overwrite directly in the install directory, then yes.

    If it seems I'm doing it wrong, please let me know.

    Also, if you have any thoughts re this script, please say.

    So far I see nothing that doesn't govern the sound of weapons fire universally.
    Last edited by Live2sculpt; March 19, 2013 at 12:56 AM.

  16. #16
    Steph's Avatar Maréchal de France
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    Default Re: Adding voices into the game and all that...

    First, the fading distance can also be found in the csv files, one info for each sound.

    To help with the pack, here is what I dod: open a command window (all program/accessories/command prompt)

    Then I use the dos command to move to my folder (ex e:, then cd game modding, cd ntw, cd steph, etc).

    I keep the prompt window open, then copy the line in the pack.bat and use a right click in the prompt window to paste it. And it enter.

    This way, the results are displayed in the prompt window, and it tells me if there is an error and where. This is important when I actually edit the csv and XML file to ADD something (as sometime you can mispell a reference).
    If you just change some values (like modify the sound distance), you should be safe should running the pack.bat.

  17. #17
    Live2sculpt's Avatar Senator
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    Default Re: Adding voices into the game and all that...

    Okay, I'll hit it after work.

    Believe it or not, I once knew all this stuff and more, like the back of my hand, over twenty years ago.

    "First, the fading distance can also be found in the csv files, one info for each sound."

    Really? Which one?
    sound_events.csv gives lines to this 3444, 3446 etc. to a table, but with unlabeled columns (??)

    Spoiler Alert, click show to read: 
    </sound_bank_event>
    <sound_bank_event sound_event_name="unnamed_event_3444">
    <gun_type>cannon</gun_type>
    <gun_type>howitzer</gun_type>
    <gun_type>none</gun_type>
    <shot_type>round_shot</shot_type>
    <shot_type>chain</shot_type>
    <shot_type>grape</shot_type>
    <shot_type>improved_grape</shot_type>
    <shot_type>hot_shot</shot_type>
    <shot_type>canister</shot_type>
    <shot_type>carcass</shot_type>
    <shot_type>quicklime</shot_type>
    <shot_type>explosive_shell</shot_type>
    <shot_type>percussive_shell</shot_type>
    <shot_type>shrapnel</shot_type>
    <shot_type>uniform_shot</shot_type>
    <shot_type>rifled_naval_cannon</shot_type>


    Sorry to be such a pita, but I've been after this question for a long time... http://www.twcenter.net/forums/showt...Cannon-Sounds)
    Last edited by Live2sculpt; March 19, 2013 at 10:00 AM.

  18. #18
    Steph's Avatar Maréchal de France
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    Default Re: Adding voices into the game and all that...

    I cannot tell you from here I don't have access to the computer where I do my modding.
    But I work with Excel for the csv files. Here you'v showed some XML file

  19. #19
    Live2sculpt's Avatar Senator
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    Default Re: Adding voices into the game and all that...

    Quote Originally Posted by Steph View Post
    I cannot tell you from here I don't have access to the computer where I do my modding.
    But I work with Excel for the csv files. Here you'v showed some XML file
    Yea, I investigated the csv files using Open Office.

    *edit: I just found the labelled columns in the sound_events.csv. I just had to scroll up

    So it just comes to "what should be happening?"
    Should I see new files deposited into that Pack folder when I run your pack bat?
    Last edited by Live2sculpt; March 19, 2013 at 01:28 PM.

  20. #20
    Steph's Avatar Maréchal de France
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    Default Re: Adding voices into the game and all that...

    you should get sound_bank_database and sound_events files, with no extension

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