OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: ScouseJedi on 02 Aug 2004, 15:02:34
-
Im working on a new set of voices atm and I want to test them.
I would ideally like to make an addon with them built in like a soldier or something but the only way I can hear them in game is if I build them into voice.pbo.
This is far from ideal as I want to add some of my own sounds (things like vehicles\unicycle etc and some of my own objects - objects\fairground etc)
To add new sounds I need to have a cfgVoices in a config somewhere. Now I've tried adding this to a model config and placing the new voice in a subfolder... eg
scj_sMan\
config.cpp
scj_sMan.p3d
scj_001.pac
....
....
scj_007.pac
scjMatt\
alphabet\ alpha, bravo etc
direction\ north, south etc
numbers\ all, one, two
etc, etc
.....
config
class CfgVoice
{
access = ReadAndCreate;
// different speakers
voices[]={ scjMatt };
voicePlayer = scjMatt;
micOuts[]={micOut1, micOut2, micOut3};
preview = "isayagain";
class Words
{
beepBeep[]={beep};
pause[]={empty01sec};
xmit[]={beep};
// numbers - to add variants _one and one_
all[]={\addons\scj_sMan\numbers\all,\addons\scj_sMan\numbers\everyone,\addons\scj_sMan\numbers\rightlads}; //missing sound
allGroup[]={\addons\scj_sMan\numbers\all,\addons\scj_sMan\numbers\everyone,\addons\scj_sMan\numbers\rightlads}; //missing sound
zero[]={numbers\zero};
one[]={numbers\one};
two[]={numbers\two};
three[]={numbers\
........
ie trying no path (numbers\one) and the full path (\addons\scj_sMan\scjMatt\numbers\all)
........
then I try to call this folder in my description.ext
speaker = "\addons\scj_sMan\scjMatt"
but it just defaults to 'Adam' I think...
...............
Any thoughts?
-
Its simply really - you just DL FDF 1.3 and cut and paste your voice files into their file structure.
FDF for some reason have not .pbo'ed their voice\etc so it makes it really easy to test the .wss files Im making
That way I can test all lI want
Sorry for the huge thread OFPEC :)