View Full Version : [WIP]Voices reloaded
divingbluefrog
06-12-13, 05:38 PM
Edited the 06/14/13
The voices in dialogs with the crew are a big mess up.
The objective of this project is to fix it.
You can find where it comes from in this thread (http://www.subsim.com/radioroom/showthread.php?t=205040).
It will be necessary to follow four steps to achieve it :
- building a new Sounds.cfg file
- building a new Dialogs.tsr file
- building a new Dialogs.cfg file
- checking and possibly correct all .aix file in which dialogs with the crew are involved.
First step : building a new Sounds.cfg
A correct entry in this file is : Text_Dialog_503=data\Sound\Speech\RadioMan\Normal\ PD_RR_RADIO_D08.ogg
In data\sound\speech there are 16 subfolders, each for a character.
Three of them are more or less useless : CaptainRahn, HarborChief, HarborKMO. For the 13 left, each has 3 subfolder : Normal, Tension, Whisper.
There are some exceptions, but I will not detail them now.
Inside these folders we find .ogg files named XX_YY_CHARACTER_xxx.ogg.
Again we find exceptions.
We don't know yet what the XX, YY stand for.
We also find .lipbin files which are the lips animations.
What we know is that the .ogg files are named the same in all language packs.
How will we proceed?
We choose a character, say Bosun. Then the Normal subfolder. We listen the first track : CGSQ_BOSUN_01.ogg.
He says "Jawohl, Herr Kaleun!" (curious for an english pack, but still...) with, what I guess, is a normal tone.
We open an empty text file, that we name listening_Bosun_Normal.txt and we note:
Bosun\normal\CGSQ_BOSUN_01.ogg\"Jawohl, Herr Kaleun!"
Then we proceed with the second file : CGSQ_BOSUN_04.ogg and so on.
How can you help us?
You can give us (currently Mikemike47 and Divingbluefrog) by pm or posting here the listening_character_tone.txt.
Before creating the file, ask here if it's not already done, there is a lot of work to do, no need to do it twice...
If you are not using an english language pack, no problemo, write what you hear in your native language, we will always find a way to translate.
Be sure to work on stock files!
Done
Bosun\Normal\Tension\Whisper
In progress : Captain Rahn
volodya61
06-12-13, 05:42 PM
I wish you good luck and success, guys :salute:
I can't accede to your project, because a lot of other projects in the works..
I wish you good luck and success, guys :salute:
Seconded :up:
Mikemike47
06-12-13, 07:41 PM
I wish you good luck and success, guys :salute:
I can't accede to your project, because a lot of other projects in the works..
Seconded :up:
Thanks for the encouragement. No problem with being too busy. Both of you have provided much time in helping on subsim. Thanks again, Mike
SkyBaron
06-13-13, 09:16 AM
Not sure if this will help, or if you guys already have it, but I have this file (can't remember where I got it) with all sound files name and their respective text phrases:
http://www.mediafire.com/download/l3he29x65msw0cc/Speechsamples.zip
The phrases are for the German speech, I don't speak German but I never used the English voices for the crew, totally unrealistic to me.
Hope this helps!
divingbluefrog
06-13-13, 12:50 PM
Well done SkyBaron, it's exactly what we are doing now.
Unfortunately I'm not fluent in german reading, but I understand roughly what is written. It will help a lot!
Now, we just have to find a german speaker who is ready to translate 1525 lines of text :D
divingbluefrog
06-14-13, 12:08 PM
Updated first post.
Does anyone knows where the file (Speechsamples.txt) linked by SkyBaron comes from?
Mikemike47
06-14-13, 12:42 PM
Edited the 06/14/13
We also find .lipbin files which are the lips animations.
lipbin help thread started (http://www.subsim.com/radioroom/showthread.php?p=2070879#post2070879)
In progress : Captain Rahn
Missed this when I sent you a PM.
THE_MASK
06-14-13, 05:11 PM
Would it be possible to add dialogue for the other unused characters ?
divingbluefrog
06-15-13, 12:34 AM
@Sober : not surprising you hit the nail on the head....:03:
This game has an incredible potential, fully developped, it will be near the perfect simulation.
To achieve this goal, we need at least 3 things :
- A bug free and stable core engine. TDW cleaned up the biggest glitches. There are still some minor bugs, but I'm confident they will be cleared as well.
- An operational boat and other units. The amazing work done by modders on this point don't need to be reminded.
- An operational crew. Curently, it's the major weakness. We have at best a skeleton of crew. Heretic and his MFCM or Athlonic with MCCM, opened the way.
My objective, when I first look at the crew system, was to make it step into the limelight. I've not yet fully understand how it is managed, but for what I've tested, we have some free space, and I've good hope that every member of the crew will be fully interactive some day.
Via scripts, you can build an infinite numbers of storyboards. We can add as many dialogs as we want. I think it's also possible with the voices.
We could have some consistancy problems with the timbre of each character, but I've already created new dialogs, based on the ones we have, and doing some montages. They will not recite Shakespeare or Goethe, but for everyday conversation, it will do the trick.
Mikemike47
06-15-13, 12:51 PM
Latest dialogs.cfg and sound fixes link (http://www.subsim.com/radioroom/showpost.php?p=2070304&postcount=9) as I get deeper into this voices mess with divingbluefrog:up:. Thanks everybody else for your tips, suggestions and errors found.
Currently working on listening radio\normal\whisper\tension folders.txt
I wonder if Silent Hunter 5\data\Characters\Animations work in sync with the .lipbin animations .Lipbin thread help (http://www.subsim.com/radioroom/showthread.php?t=205108), or totally independent?
Is Skybaron's post above maybe related to Silent Hunter 5\data\LngGameData\Voices\German\Data\Sound\Speech folder?
I have fix your dial and sound cfg with remaining path error.
https://mega.co.nz/#!acVkQJJR!TZTkzyHo9NhcZjwrCDLzQD3GLAIH11P6FhCUzH_ MCeQ
Mikemike47
06-17-13, 09:39 PM
I have fix your dial and sound cfg with remaining path error.
https://mega.co.nz/#!acVkQJJR!TZTkzyHo9NhcZjwrCDLzQD3GLAIH11P6FhCUzH_ MCeQ
How about sending me this file correction as an attachment or put the whole text file in a PM? I refuse to download a 16kb file when https://mega.con.nz tells me to download a 15 MB file first.
divingbluefrog
06-18-13, 12:49 AM
Don't waste too many time trying to fix the stock files. They are totaly out of order. They will be entirely reworked and rewritten.
Be patient, there are about 4000 .ogg files in the data\sound\speech folder.
postalbyke
06-19-13, 08:49 AM
I do have a request, though...
Can you make an option for the crew to not yell reports?
As a former sailor, it drives me insane that the crew starts yelling reports at me at the slightest provocation. If anyone yelled at the captain on my ship, regardless of circumstances, he would find himself standing outside the CO's Stateroom as soon as the "emergency" was over.
Mikemike47
06-19-13, 11:42 AM
Can you make an option for the crew to not yell reports?
Noted. Yell reports may be fixed once we got all the configuration files synced with each other and then fill in the missing gaps.
I would think, IMO, that the yell reports would be the tension folders. Maybe normal or whisper talk is called for but the actual dialogue is yelling due to a misconfiguration in the game currently. We shall see as we dive deeper into the project.
Mikemike47
08-04-13, 10:41 AM
We are still chugging along on the project when RL does not get in the way.
Does anyone know how to spell what sounds like "verdunt" correctly? What does it mean, kaputt, broken? No search or translation on webpages helped.
Ref:
Silent Hunter 5\data\Sound\Speech\ExecutiveOfficer\Tension or whisper folders\MC_CR_SO_48_B.ogg
Silent Hunter 5\data\Sound\Speech\ExecutiveOfficer\Tension or whisper folders\MC_CR_SO_53.ogg
Echolot
08-04-13, 11:02 AM
I think it's "Verdammt!", "damn" in english. "Damn, the fore tubes are broken and damaged".
Mikemike47
08-04-13, 11:36 AM
Any new on this mod? :)
Not really. Still analyzing the raw data stage in the sounds.cfg !! Radioman and executive officer is done for sounds.cfg, too. On to the navigator.
Mikemike47
08-04-13, 11:38 AM
I think it's "Verdammt!", "damn" in english. "Damn, the fore tubes are broken and damaged".
Makes sense now. Thanks.
Not really. Still analyzing the raw data stage in the sounds.cfg !! Radioman and executive officer is done for sounds.cfg, too. On to the navigator.
Thank you Mike.
Looking forward to your remarks on sounds.cfg. Keep us informed please :salute:
Mikemike47
08-09-13, 01:20 PM
Looking forward to your remarks on sounds.cfg. Keep us informed please :salute:
Since you asked, gap, post #11 link was updated in early July.
I have worked on the sounds.cfg part another 1-3 hours just a few days ago. Not added to download section this time since it really is a [WIP]. Now I really felt, I made a major fix in the sound file errors compared to July and earlier. Brain fatigue:/\\!!:/\\!!
I wanted to work on this project somehow without having to listen and edit a hundred *.ogg files:har::rotfl2::/\\!! or so anymore for a few days. I get to see how the three files work together. Will do a little more testing tonight to see if any new sound immersions happen.
divingbluefrog
08-10-13, 03:26 AM
Hi Everybody,
I feel bad to have let Mike face the project alone from early July, but I moved to a new location and beside I'm in big troubles to get an Internet connection, I'm still using a temporary solution that has very limited rate and time, something like 512Kb and less than an hour per day :/\\!!
Should be solved before the end of the month.
I also have a RL project of building a startup, which is already very time consuming.
But Voices Reloaded is on top of my free time activities. It will come to an end in time, be patient ....
Hi Everybody,
I feel bad to have let Mike face the project alone from early July, but I moved to a new location and beside I'm in big troubles to get an Internet connection, I'm still using a temporary solution that has very limited rate and time, something like 512Kb and less than an hour per day :/\\!!
Should be solved before the end of the month.
I also have a RL project of building a startup, which is already very time consuming.
But Voices Reloaded is on top of my free time activities. It will come to an end in time, be patient ....
:up: Good luck for new installation!
And looking forward to your project.
Mikemike47
08-10-13, 11:20 AM
and beside I'm in big troubles to get an Internet connection, ........be patient ....
We have all been with you in spirit!! RL happens. I was wondering to make a general life comment about you, in my last post. I kept it quiet for possible privacy concerns.
Mikemike47
08-21-13, 11:27 AM
More help maybe? (http://www.subsim.com/radioroom/showpost.php?p=2103037&postcount=8)
I haven't been contacted yet.
Divingbluefrog still has internet issues. Working on navigator sound files myself. And when I do not want to hear another sound :har: but want to do something.....I make changes now and then for sounds.cfg, dialogs.tsr or dialogs.cfg relevant to what I have fixed in the sound files.
Mikemike47
09-10-13, 09:26 PM
Divingbluefrog must be still having major internet issues. No contact with him since his last postings. I will be waiting for him, and work with him again, whenever he is ready to come back from RL issues.
Don't worry captains, I will get this project done! Divingbluefrog gave me the inspiration! I never knew how broken the dialogue was before all the comments came in by all subsimmers.
I am hearing newer dialogue now for campaigns that I played before. As I discover things and fix them, I am picking up bits and pieces of dialogue I never heard before.
Finished navigator, watchofficer and cook and uploaded to our shared project folder. Working on where divingbluefrog left off at the engineer. I can not wait to see what I discover for the torpedoman or the motor officer. Those guys don't say much in their broken state.
Sending a PM to divingbluefrog in about an hour about the other changes I made or suggestions to make since I see how things are working a little bit more.
Update: Finally finished the PM with lots of details, suggestions, directions to go!
Keep on your great work, Mike and Divingbluefrog :up:
Mikemike47
11-01-13, 12:50 PM
http://www.subsim.com/radioroom/showpost.php?p=2135192&postcount=43
Anyone know where the IDs are referenced from?
Mikemike47
11-01-13, 01:00 PM
I am not at my game computer to produce a picture, so here goes a description.
When inside the U-boat and clicking on any officer in any campaign, a dialogue box comes up.
Executive Officer example:
1) Battle Stations
2) Rig for silent running
3) How is the crew doing?
4) How do you feel about Pearl Harbor
5) Exit dialog.
Anyone know the name of the file(s) on how this is created? It would be great to add dialog here, too.
Progress still being made on voices reloaded. New sounds discovered after reconnecting broken links, or adding new sounds that were never added at all. Thank goodness for silentotto for fast campaign testing and divingbluefrog for the inspiration.
Update: I am just asking if anyone knows where dialogs files may be effected from other locations contained in \data\Scripts\AI subfolders?
Mod example: [REL] Athlonic's MCCD "More Crew Commands by Dialog" MOD (http://www.subsim.com/radioroom/[REL] Athlonic's MCCD "More Crew Commands by Dialog" MOD)
PMing Athlonic.
(http://www.subsim.com/radioroom/[REL] Athlonic's MCCD "More Crew Commands by Dialog" MOD)
Mikemike47
11-06-13, 03:07 PM
I may be able to fix other sound issues (http://www.subsim.com/radioroom/showpost.php?p=2138370&postcount=4) that the crew says, but not through the dialog features. The fix may be a quicker issue to resolve with a different approach.
Update:
Even MCCD by archer9 (http://www.subsim.com/radioroom/showthread.php?t=210521)
Athlonic
11-07-13, 03:18 AM
Hi Mikemike47,
Feel free to play with MCCD mod's files.
As long as you give me credits if your release a mod containing anything from my mod I see no problem :03:
It has been a long time I didn't put my hand on these Python like scripts.
I wish I have the time to finish my "todo list" on this one :
http://www.subsim.com/radioroom/showpost.php?p=1335506&postcount=2
Maybe you will succeed where I didn't. ;)
But as we can read in "crew_commands.txt" submarines files :
// new test commands - working, but not correctly implemented - to fix when the specification list will be completed
Thing they never finished/fixed, so I guess we are stuck for now and certainly forever... :nope:
Anyway feel free to try.
If I remember correctly,
- you define your dialog UI and call strategies in "Dialogs_Default" folder .aix files (dialog strings have to be created in "UPCLocalization\dialogs.tsr")
- you create your strategies and call commands in "AI/Crew" folder .aix files
- finally commands gets executed in "submarine\NSS_x" folder crew_commands.txt files
Good luck :know:
Mikemike47
12-04-13, 10:44 PM
Project is still chugging along. Still listening and creating text files for some officer/characters for the *.ogg speech files.
As I complete each character I fix a little more and more of the dialogs and sounds.cfg plus the dialogs.tsr file; then do some game testing to feel a little satisfaction.
text files done: executive, navigator, torpedo, watch, bosun, motor officer, cook, radioman, gunner very close to getting done, sonar/hydro guy Benno is the last main one to do. I think I will add the HarborChief for more immersion, then concentrate on the next steps for now. I always can finish the other characters in the distant future and create a version 2!
I am pretty much been on my own. I just have the fellow captain, divingbluefrog :up:, who opened the door to the problem :up:and gave me the inspiration:up:. RL has taken over too much, and he has a new internet service with very limited capabilities.
I realize if I do not change the crew dialogue further perhaps I will not gain much from the work I am intending to do. I have decided to try to add more flavor to the voices reloaded project. I have looked at the scripts in the Silent Hunter 5\data\Scripts\AI and felt like I came to a r-o-a-d-b-l-o-c-k (darn web glitch, no curse words here, synonym barrier and won't let me fix it!!!) weeks ago when I saw the **aix files. Like Athlonic said:
It has been a long time I didn't put my hand on these Python like scripts.Thank goodness for Youtube! :woot:Today I have started learning the Python tutorials. Pandora's box of creativity has expanded!
Thanks again everybody for your time given, and making the game more fun for me, too.
Mike
Sailor Steve
12-05-13, 12:11 AM
ro*******
Just a test to see if it did it to me as well. Obviously it did. I'll see if we can get it fixed.
Project is still chugging along. Still listening and creating text files for some officer/characters for the *.ogg speech files.
Looking forward to your upcoming mod, Mike :up:
Thank goodness for Youtube! :woot:Today I have started learning the Python tutorials. Pandora's box of creativity has expanded!
Good idea. One day I should make up my mind and learn it myself :)
...I came to a ro******* (darn web glitch, no curse words here, synonym barrier and won't let me fix it!!!)...
ro*******
Just a test to see if it did it to me as well. Obviously it did. I'll see if we can get it fixed.
try spelling it like t-h-i-s :03:
JOELIO44
12-29-13, 07:57 PM
good night I would ask some of your attention ...
thank you so much through this forum if you give me a help how can I change the dialogue to Spanish ... 'm new at this game more loved ....
if not too much trouble, could you describe to me how do I change the dialogue from English to Spanish in SH5?
Mikemike47
12-30-13, 11:25 AM
could you describe to me how do I change the dialogue from English to Spanish in SH5?
Dialogs.tsr is found at data\UPCDataGE\UPCLocalization\. Back up the original Dialogs.tsr with a new filename. Open up the Dialogs.tsr file and copy the contents. Use google translater to convert from English to Spanish. Save Dialogs.tsr. This will only fix the written dialogue boxes for you.
An English to Spanish translator would have to recite the 4000 **.ogg files, then save the files, etc. to fix the aural part.
JOELIO44
12-30-13, 02:33 PM
Dialogs.tsr is found at data\UPCDataGE\UPCLocalization\. Back up the original Dialogs.tsr with a new filename. Open up the Dialogs.tsr file and copy the contents. Use google translater to convert from English to Spanish. Save Dialogs.tsr. This will only fix the written dialogue boxes for you.
An English to Spanish translator would have to recite the 4000 **.ogg files, then save the files, etc. to fix the aural part.
I live in Brazil over the size of my gratitude is greater than the distance of our countries .... thank you!
JOELIO44
12-30-13, 05:46 PM
Dialogs.tsr is found at data\UPCDataGE\UPCLocalization\. Back up the original Dialogs.tsr with a new filename. Open up the Dialogs.tsr file and copy the contents. Use google translater to convert from English to Spanish. Save Dialogs.tsr. This will only fix the written dialogue boxes for you.
An English to Spanish translator would have to recite the 4000 **.ogg files, then save the files, etc. to fix the aural part.
Unfortunately it did not work out the voices remain in English even though I have put the mods replacing the UPCLocalization / dialogs folder ...
NOT ONLY did the part you mensiona (An Inglês to Spanish translator would have to recite the 4000 **. Ogg files, then save the files, etc.. Aural to fix the part.). This line does not exist in the 4000 folder dialogs??
please explain me better?
Mikemike47
12-31-13, 08:28 AM
NOT ONLY did the part you mensiona (An Inglês to Spanish translator would have to recite the 4000 **. Ogg files, then save the files, etc.. Aural to fix the part.). This line does not exist in the 4000 folder dialogs?
*.ogg files are in the data\sound\speech folders broken into chararacter and tone subfolders.
JOELIO44
01-01-14, 08:30 AM
*.ogg files are in the data\sound\speech folders broken into chararacter and tone subfolders.
Aaaaa! .. I did!, Our mean I'll have to do recording with my tongue and replace all audio .... ie I'll have to make new recordings with the same configuration of the original audio and replace the 4000 audio files to work the game with my tongue ... ??
Mikemike47
01-02-14, 08:39 AM
Our mean I'll have to do recording with my tongue and replace all audio .... ie I'll have to make new recordings with the same configuration of the original audio and replace the 4000 audio files to work the game with my tongue ... ??Yes.
Mikemike47
01-12-14, 09:55 PM
In about 1-3 weeks, I will be able to start writing scripts for missing torpedoman, motorofficer and gunner and adding dialogue to others. I'll be making mod compatible for MCCD by Athlonic and Even MCCD by Archer 9.
Mikemike47
01-14-14, 03:16 PM
I am going to concentrate this mod more on general conversations going on in the boat since the release of [REL] Even More Crew Commands through Dialog (http://www.subsim.com/radioroom/showthread.php?t=210521) (EMCCD) by Archer9:yeah:.
Generally speaking, dialogue for general sub commands (ahead flank, man the flak gun, recharge batteries) are in the MC_YY_CHARACTER_xxx.ogg. General pleasantries like Jawohl Herr Kaleun, and Yes Lieutenant are in the format CG_YY_CHARACTER_xxx.ogg used by EMCCD.
The HI_YY_CHARACTER_xxx.ogg, PD_YY_CHARACTER_xxx.ogg, SR_YY_CHARACTER_xxx.ogg, TM_YY_CHARACTER_xxx.ogg or TTM_YY_CHARACTER_xxx.ogg files are the conversational dialogues that I will direct my attention to.
Mikemike47
01-26-14, 05:26 PM
Any idea what ????? is in these sound files?
First example below, ExecutiveOfficer\Normal\ means it is in the data\Sound\Speech\ExecutiveOfficer\Normal folder.
ExecutiveOfficer\Normal\TTM_CR_SO_D06.ogg\"An accident at the marine school. But please be assured it will be no ??????? to me."
Navigator\Normal\MC_CR_NAV_70_B.ogg\"This one is for ???Vedigen???."
Navigator\Tension\MC_CR_NAV_70_B.ogg\"This one is for ???Vedigen???."
Navigator\Whisper\MC_CR_NAV_70_B.ogg\"This one is for ???Vedigen???."
Navigator\Normal\TTM_CR_NAV_D01_M5.ogg\"It's definitely around propel???????bank. And it's within our reach."
WatchOfficer\Normal\TTM_QRF_WATCH_D03_M3.ogg\"The ????rock all bay?????"
Mikemike47
01-28-14, 02:30 PM
Created multiple logs for all 4000 or so sound files for the main characters. Left out some of the lesser known characters (generic, Captain Rahn, etc.) for version 2, if there every is a version 2.
Learning python for curiosity. Learning to understand the **aix.scripts syntax so I can create general conversation and campaign specific dialogs.
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