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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Medic
![]() Join Date: Jan 2006
Posts: 164
Downloads: 63
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Long time ago, Sober pointed out that the sounds.cfg file was FUBAR : http://www.subsim.com/radioroom/show...ght=sounds.cfg
You can see how successful his perplexcity was echoed... I've not seen in any recent or favorite speech mod that anybody has dealt with this issue. I came to this part of the game because when I give an order, I'm waiting two things : -A positive acknowlegment "Jawohl, Herr Kaleun!" -This order to be properly executed. (this part will probably take me a loooong time to achieve) So, there are three files that deal with the crew voices : Sounds.cfg, Dialogs.cfg and Dialogs.tsr. Sounds.cfg indexes the dialogs and give the path to the coresponding .ogg file : Text_Dialog_502=data/Sound/Speech/RadioMan/PD_RR_RADIO_D08.ogg First error, this path is not right, it should be : Text_Dialog_502=data\Sound\Speech\RadioMan\Normal\PD_RR_RADIO_D08.ogg In this example, I choose a sound that exists, but I found some that didn't. Dialogs.tsr gives us the coresponding text : Text_Dialog_502=Still in good spirits? At last, Dialogs.cfg indexes again the dialogs : [Dialog 454] ID=501 Human=RADIO Campaign=Mare Nostrum Sound=data/Sound/Speech/RadioMan/PD_RR_RADIO_D08.ogg Text=Text_Dialog_502 Delay=0.000000 Again we find the same error about the path. We find an ID=501 on the first line. This Id is used to identify this dialog in the scripts, it would have been too simple to use the existant one, but let's go on. In DT_Radio_Mare_Nostrum.aix file we find : Code:
strategy RootDialog_RADIO(Dialog) { strategies { DialogTitle_RootDialog_RADIO_NoCampaign_1129, DialogLine_RootDialog_RADIO_Mare_Nostrum_501, DialogLine_RootDialog_RADIO_Mare_Nostrum_503, DialogLine_RootDialog_RADIO_Mare_Nostrum_506 } } Code:
strategy DialogLine_RootDialog_RADIO_Mare_Nostrum_501_Init(Dialog) { precond { Dialog:IsDialogLineClicked( "DialogLine_RootDialog_RADIO_Mare_Nostrum_501" ) == 0 and Dialog:IsDialogLineLocked( "501" ) == 0 } action { Dialog:AddDialogLine( "Text_Dialog_502" ); Dialog:SetDialogLineClickId( "DialogLine_RootDialog_RADIO_Mare_Nostrum_501"); Dialog:SetRunScript( "Dialog_1_RADIO_Mare_Nostrum" ); } } You don't need to be a specialist of german langage to understand that whatever the radio is saying, it's not : "Still in good spirits?" In fact he says :"You bet, Captain. I believe we stand a fighting chance, even in these waters. We just have to be one step ahead of our enemies." which is in fact the Text_Dialog_503=.... line in dialogs.tsr And we find in dialogs.cfg : [Dialog 455] ID=502 Human=RADIO Campaign=Mare Nostrum Sound= Text=Text_Dialog_503 Delay=0.000000 just after the entry shown above. This is just one example I stumble upon, I fear all these 3 files should be checked if we want that our crew gives us proper answers in dialogs. Worse, I play with german voices but "Ich konne kein gut deutsch!" and I can't verify the .ogg files only with ears. Last edited by divingbluefrog; 06-11-13 at 02:42 PM. |
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#2 |
Navy Seal
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I completely agree with the above!
![]() As the normal/tension/whisper are missing, we get always the same sounds played. I realised it when testing all sounds files one by one. Plenty i've never heard in game! Lot of errors in the message text too. One of the most annoying is the speed announcment by hydro...always the inverse at first contact... Would be nice to get proper files revised ![]()
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#3 |
Grey Wolf
![]() Join Date: Sep 2006
Location: NY
Posts: 995
Downloads: 1078
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Wow I never knew! Thanks divingbluefrog and sober for pointing this problem out. Perhaps that is why I always hear "????? 14 knots" as soon as I leave a sub base while at zero knots, and other random voice call outs throughout the game. Maybe "????? 14 knots" is not related to the problem here at all.
I created a dialogs and sound cfg file that is JSGME compatible. I fixed the / to \ errors from the stock dialogs.cfg and sounds.cfg files. I have not tested the corrections in the game yet to see what new things I hear. Time for sleep and work first. dialogs and sound cfg file download link I can do more text editing and deciphering references for the stock dialogs.tsr in the future. If I have the time and happy with the fixes for the stock files, then I will ask for permission to fix Equipment_Upgrades_Fix_v1_4_byTheBeast, MCCD_1.04, MCCD_1.04_MFCM_1.2.1_compatible, Reworked Morale and Abilities v.1.1 compatibility issues. Anyone interested in a team effort? Shall we make this a [WIP] instead of [TEC]? |
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#4 |
Medic
![]() Join Date: Jan 2006
Posts: 164
Downloads: 63
Uploads: 1
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Hi Mikemike47,
This work has to be done, and as I'm already involved, I guess I'm embedded with this project too ![]() I looked at your files, it's effectively the first step of the process, but there is still a lot of work to do: - we must establish a listing of all .ogg files with their contents, sorted by character and normal/tension/whisper tones. As I need to reinstall my game, I will choose English voices this time, to be abble to fully understand what is said. We will get a file like that : dialog_xxx=character\tones\yyy.ogg (comment). This first step done we must : - produce an accurate Sounds.cfg file - compare it with Dialogs.tsr and produce an accurate Dialogs.tsr - build a new Dialogs.cfg based on Dialogs.tsr - and, last but not least, correct all the scripts files. Obviously, it's a long term project. We can sequence it by character, it will have the advantage of giving milestones, which is always good for the morale of the working team ![]() Unfortunately, as scripts files are involved, it must be released only when complete. If you're in, let me know, and we can begin the WIP thread. Any help will of course be very welcomed ![]() Last edited by divingbluefrog; 06-12-13 at 01:11 AM. |
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#5 |
Ensign
![]() Join Date: Jan 2007
Posts: 234
Downloads: 82
Uploads: 0
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I can help out with testing and perhaps some dev
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#6 | |
Navy Seal
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#7 | |
Sparky
![]() Join Date: Aug 2012
Posts: 157
Downloads: 344
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I see in your file : Text_Dialog_100=data\Sound\Speech\ExecutiveOfficer \PD_CR_SO_D019.ogg It shoudl be this no ? Text_Dialog_100=data\Sound\Speech\ExecutiveOfficer \Normal\PD_CR_SO_D019.ogg It's the same for all PD_ sound file. |
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#8 | |||
Grey Wolf
![]() Join Date: Sep 2006
Location: NY
Posts: 995
Downloads: 1078
Uploads: 6
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Is there any particular subfolder where all voice **.ogg files are? Data\sound\voice? All voice ***.ogg files all over the place? Only organization is by navigator, radioman, etc. that can easily be found by a search? What else is needed to produce an accurate Sounds.cfg file? Any ideas for the best way to fix this with teamwork, so each of us can do a part while others are working on something else at the same time? Have one person do the radioman comparisons from sounds.cfg and compare to compare it with Dialogs.tsr and produce an accurate Dialogs.tsr as a starting point. Another team member use the same approach as above but work on hydrophone operator? Post #1 mentions, "In DT_Radio_Mare_Nostrum.aix file", does **.aix files need to be worked on? A small part of my job is audio/video editing using a different program other than Audacity. If we have to convert or edit **.ogg files then, I can learn Audacity finally if needed to help out. I have never used GR2 editor or Goblin since other subsimmers have talked about them so much, BUT I am willing to learn and help out there if these program functions are needed to fix the voice mess. |
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#9 | |
Grey Wolf
![]() Join Date: Sep 2006
Location: NY
Posts: 995
Downloads: 1078
Uploads: 6
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Fixed Update 06/15/2013: Fixed more of the folders structures. Lots of files, mostly PD_*** and TM_*** were missing the \Normal\ folder in the dialogs.cfg file. Have not tested yet to see if that makes a simple difference. Otherwise more tweaking!! Dialogs.cfg and sounds.cfg fixes download link Last edited by Mikemike47; 06-15-13 at 12:51 PM. |
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#10 | |||
Medic
![]() Join Date: Jan 2006
Posts: 164
Downloads: 63
Uploads: 1
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@bathrone : you're welcome
![]() @ Fifi and @Trevally : it's always nice to have supporters ![]() @choum (sans jeux de mots) : Thank you for your proposition. The only positive thing in the whole story is that the .ogg files have the same name in all the language packs. So, whatever your language is, you can help to build the Sounds.cfg file which is our first objective. @Mikemike47 : Quote:
We can verify at the end that we have all the entries. Quote:
We don't need anything else. I will describe the process in the WIP. Quote:
The .aix files will be the fourth and final step. For the current project we will not edit any .ogg file, neither do any dev. In the future, we can always dream of editing some .ogg file to fit the voice of a given character to a new text, if it's not sci-fi, it's far above my competences in Audacity or any sound editor... ![]() Fixing the voices is the first step in a greater project I have about the crew. But let's build the underpinning first ![]() I will start the WIP thread right now. Last edited by divingbluefrog; 06-12-13 at 03:58 PM. |
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#11 |
Navy Seal
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In your sounds fix project, will you take in account Stormys DBSM?
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#12 |
Medic
![]() Join Date: Jan 2006
Posts: 164
Downloads: 63
Uploads: 1
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It's not a sound fix project, it's a voices fix project. We will not deal with any .wav file. We will work on stock .ogg files.
Let's build something clean first, then we will see how it is possible to propose some compatibility...or not. |
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