Fast pace cellshading flying action. Soar the skies as you take on the most vicious enemies above the ground. Experience an airborne adventure in an all new art style that will take you to something different and exciting. With the possibility to add just about anything you can imagine into the game, the sky it's not the limit. It's just the beginning.

Report article RSS Feed Tutorial 005: Voice Samples Part 2

Final part of how to record voice samples and add them to the game to be used by AI pilots.

Posted by timeSymmetry on Nov 8th, 2012
Basic Voice Acting.

Note: this tutorial is for version 0.2130 or higher
Following the previous part (you can find it here Moddb.com) all the voice samples are now ready to be added to the game.

To do that, there are two ways.
The first is to use the Data02 file. (this method is compatible to versions of the game below the 0.2130)
You can find it here: (game folder)/ System/ Data02.txt

Opening the file you may find something like this:

code:
[Header]
NumTauntVoices = 2


[TV_1_TauntType_MissileFire]
NumTauntMessenges= 6

1_Taunt_Text = "<>"
1_Taunt_SoundFile = "tv_fox2.ogg"
1_Taunt_PlayTime = "2.0"

2_Taunt_Text = "<>"
2_Taunt_SoundFile = "tv_fox2fox2.ogg"
2_Taunt_PlayTime = "3.0"
 

A quick explanation of the fields:

NumTauntVoices = is the number of voices (actors) available.
In the game, an AI unit will randomly pick one of the voices available.

[TV_1_TauntType_MissileFire]
It is structured as: [TV_(voice indx)_TauntType_(Situation)]

The situations currently available are:
[MissileFire]
[HitTarget]
[TargetDestroyed]
[WasHit]
[WasDestroyed]
[LockOn]
[MissileMiss]
[CriticalDamage]
[MissionClear]
[MissionFail]
[EnterAdrenalineMode]
[StartEvasion]
[EvasionSuccessful]
[FireGun]
[Respawn]
[WasHitByGun]

Below the situation title you can find this:
NumTauntMessenges= defines the number of lines available for this situation.

#_Taunt_Text = the written text that appears displayed
#_Taunt_SoundFile = the name of the sound file
#_Taunt_PlayTime = the amount of time the written text appears displayed, it is recommended to last at least one more second than the length of the sound.

If you want to add a new voice, add the value in this field “NumTauntVoices”
And then create the [TV_2_TauntType_MissileFire] with the respective number of lines and repeat the same step for the other situations.

As for the audio files, place them in this folder: (game folder)/media/ audio/Voices

This is one of the ways available to add the voice to the game; however, this is not the best if you want to share your voice with the community.

For that, there is a second way.

First, check if the game has these folders: (game folder)/ Objects/Voices/Pilots/

Then create a new folder with the name of the new voice.
Let’s use as an example “PilotA”

Inside the folder create an ini file with the same name. (PilotA.ini)

In that ini file add these fields:

code:
[PV_TauntType_MissileFire]
NumTauntMessenges=

1_Taunt_Text =
1_Taunt_SoundFile = ""
1_Taunt_PlayTime = "0.0"


[PV_TauntType_HitTarget]
NumTauntMessenges=

1_Taunt_Text = "”
1_Taunt_SoundFile = "”
1_Taunt_PlayTime = "0.0"

[PV_TauntType_TargetDestroyed]
NumTauntMessenges=

1_Taunt_Text = "”
1_Taunt_SoundFile = "”
1_Taunt_PlayTime = "0.0"


[PV_TauntType_WasHit]
NumTauntMessenges=

1_Taunt_Text = "”
1_Taunt_SoundFile = "”
1_Taunt_PlayTime = "0.0"


[PV_TauntType_WasDestroyed]
NumTauntMessenges=

1_Taunt_Text = "”
1_Taunt_SoundFile = "”
1_Taunt_PlayTime = "0.0"


[PV_TauntType_LockOn]
NumTauntMessenges=

1_Taunt_Text = "”
1_Taunt_SoundFile = ""
1_Taunt_PlayTime = "0.0"

[PV_TauntType_MissileMiss]
NumTauntMessenges=

1_Taunt_Text = "”
1_Taunt_SoundFile = "”
1_Taunt_PlayTime = "0.0"

[PV_TauntType_CriticalDamage]
NumTauntMessenges=

1_Taunt_Text = "”
1_Taunt_SoundFile = "”
1_Taunt_PlayTime = "0.0"

[PV_TauntType_MissionClear]
NumTauntMessenges=

1_Taunt_Text = "”
1_Taunt_SoundFile = "”
1_Taunt_PlayTime = "0.0"

[PV_TauntType_MissionFail]
NumTauntMessenges=

1_Taunt_Text = "”
1_Taunt_SoundFile = "”
1_Taunt_PlayTime = "0.0"

[PV_TauntType_EnterAdrenalineMode]
NumTauntMessenges=

1_Taunt_Text = "”
1_Taunt_SoundFile = "”
1_Taunt_PlayTime = "0.0"

[PV_TauntType_StartEvasion]
NumTauntMessenges=

1_Taunt_Text = "”
1_Taunt_SoundFile = "”
1_Taunt_PlayTime = "0.0"

[PV_TauntType_EvasionSuccessful]
NumTauntMessenges=

1_Taunt_Text = "”
1_Taunt_SoundFile = "”
1_Taunt_PlayTime = "0.0"

[PV_TauntType_FireGun]
NumTauntMessenges=

1_Taunt_Text = "”
1_Taunt_SoundFile = "”
1_Taunt_PlayTime = "0.0"

[PV_TauntType_Respawn]
NumTauntMessenges=

1_Taunt_Text = "”
1_Taunt_SoundFile = "”
1_Taunt_PlayTime = "0.0"

[PV_TauntType_WasHitByGun]
NumTauntMessenges=

1_Taunt_Text = "”
1_Taunt_SoundFile = "”
1_Taunt_PlayTime = "0.0"
 

Use this text as a template. The fields of method are similar to the first one, the biggest differences is that the title for each situation a little different and it method only allows one voice per file.

And a final note, the best advantage of this is that you can place all the audio files in the same folder as the ini, making it more organized if you want to share the with the community.

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Vector Thrust
Platform
Windows
Developer & Publisher
timesymmetry
Engine
Ogre Engine
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Time-symmetry.com
Release Date
Released Jun 25, 2012
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