OFPEC Forum
Editors Depot - Mission Editing and Scripting => Arma2 - Editing/Scripting General => Topic started by: Rytuklis on 09 Sep 2012, 21:09:59
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Hello. I have a problem. I am using a guy say "chat1" command, i can hear the sound, but i cannot see the guys lips moving. I thought that you dont need the .lip files in ArmA II , since it can move the soldiers lips even when youre speaking in the mic during the multiplayer..?
My camera code
_camera = "camera" camCreate [4473.75,6414.56,1.15];
_camera cameraEffect ["internal","back"]
titleCut ["Pogorevka, Chernarus, 2014","BLACK IN",3]
;comment "21:22:06";
_camera camPrepareTarget [24955.74,104294.52,43.12];
_camera camPreparePos [4473.75,6414.56,1.15];
_camera camPrepareFOV 0.700;
_camera camCommitPrepared 7
@camCommitted _camera
_camera = "camera" camCreate [4477.91,6424.07,0.72];
_camera cameraEffect ["internal","back"]
playSound "intro"
;comment "21:30:00";
_camera camPrepareTarget [89077.84,-46496.49,-6205.85];
_camera camPreparePos [4477.91,6424.07,0.72];
_camera camPrepareFOV 0.700;
_camera camCommitPrepared 22
@camCommitted _camera
_camera = "camera" camCreate [4476.49,6424.07,0.25];
_camera cameraEffect ["internal","back"]
;comment "21:53:05";
_camera camPrepareTarget [92616.71,-34451.80,-23378.89];
_camera camPreparePos [4476.49,6424.07,0.25];
_camera camPrepareFOV 0.700;
_camera camCommitPrepared 34
@camCommitted _camera
_camera = "camera" camCreate [4477.53,6423.72,0.78];
_camera cameraEffect ["internal","back"]
;comment "21:57:42";
_camera camPrepareTarget [101804.98,22649.38,-15955.22];
_camera camPreparePos [4477.53,6423.72,0.78];
_camera camPrepareFOV 0.700;
_camera camCommitPrepared 6
guy say "chat1"
@camCommitted _camera
my description.ext code
///////////////////////////////////////////////////////////
// Armed Assault Description File
// Created with ArmA Edit - Version 1.3.4000
///////////////////////////////////////////////////////////
class CfgSounds
{
sounds[] = {};
class intro
{
// how the sound is referred to in the editor (e.g. trigger effects)
name = "intro";
// filename, volume, pitch
sound[] = {"sound\intro.ogg", 1, 1};
titles[] = {};
};
class chat1
{
// how the sound is referred to in the editor (e.g. trigger effects)
name = "chat1";
// filename, volume, pitch
sound[] = {"sound\chat1.ogg", 1, 1};
titles[] = {};
};
};
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You still need the .lip files.
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Yep, you do. I use these random .lip files for says of different length, maybe they can be of use to you too (just rename them to the "chat1.lip" etc). They'll flap their gums for the amount of seconds on the filename (2, 5, 8, 11).
Duh. For some reason I missed the fact you've actually got a sound. Obviously you can just MAKE .lip files as per usual, so yes. Carry on!
Wolfrug out.
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And how am i supposed to make those .lip files?? :no: :dunno:
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BI Tools (http://community.bistudio.com/wiki/BI_Tools_2.5) include a 'wave to lip' program so install at least the 'sound tools' part.
You right-click on the wav file and from the 'send to' menu select 'WaveToLip' and within a few moments you will have a .lip file in the same place the .wav file is. I'm not sure but this probably requires the wav file to be in mono (not sure about any other properties). If the resulting .lip file is 0kb in size that usually means the file is faulty.
There is also a program 'WaveToSSS' (in the 'send to' menu) which converts the .wav file to .wss, which seems to result in a file slightly smaller than the .wav file and also what BIS uses (along with .ogg) as their sound files. And as above a 0kb file is faulty.
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BI Tools download link is broken ;s
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Works for me. Be sure to read the readme that comes along with the Wav2lip app.