Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: aldo_14 on December 06, 2004, 04:35:41 am

Title: *****ing betty?
Post by: aldo_14 on December 06, 2004, 04:35:41 am
(ala this (http://www.f-15estrikeeagle.com/multimedia/audio.htm))

Did anyone ever consider writing this in (i.e. audio voice warnings as well as the visual cues for lock-on, hull damage, etc)?

I wouldn't imagine it'd be too complex; presumably there's already a set of if clauses that control the visual stuff for the hud interface, so what ould you need (set of voice files, some form of tbl to define their names-or even just use the synth; I presume there's already some form of easily accessible audio playback method / code / function)?
Title: *****ing betty....
Post by: kasperl on December 06, 2004, 11:17:19 am
You mean like this:
"Terrain, Terrain"

"BANG"

?
Title: *****ing betty....
Post by: Lynx on December 06, 2004, 11:37:18 am
Should be all be doable by simple sexp's as far as I know.
Title: *****ing betty....
Post by: Carl on December 06, 2004, 11:41:17 am
it would be nice if you didn't have to, though.
Title: *****ing betty....
Post by: Lynx on December 06, 2004, 11:42:37 am
The effort is negligible, unless you have hundreds of lines for the computer to say.
Title: *****ing betty....
Post by: Goober5000 on December 06, 2004, 12:43:09 pm
It shouldn't be hard to add... the problem is getting someone to record the voice or audio cues.
Title: *****ing betty....
Post by: aldo_14 on December 06, 2004, 12:47:08 pm
Quote
Originally posted by Lynx
Should be all be doable by simple sexp's as far as I know.


Yep, but what I figured was that the code implementation would (should) be simple enough to do. (going on a rule that sexp alternatives should be used where it's easier to SEXP it in)

 I wouldn't mind giving it a shot myself (been meaning to learn C++ for a while now, twould be a nice task to begin learning with), it's just difficult to find the time and tools for it ATM.

Quote
Originally posted by Lynx
The effort is negligible, unless you have hundreds of lines for the computer to say.


Well, not really IMO.  The idead being to emphasise the parts of the interface you may miss if you are focused on surviving... like your rear shields going down, or when there are missiles closing in, etc.

Besides whichI think it'd be cool; add more immersion / sense of being in a cockpit :D

Quote
Originally posted by Goober5000
It shouldn't be hard to add... the problem is getting someone to record the voice or audio cues.


I think I know a few people who can.  Or using the voice synthesis support that I think RandomTiger added (apologies if it was someone else).
Title: *****ing betty....
Post by: Goober5000 on December 06, 2004, 12:51:09 pm
Whip up a few voice files and I'll add them in.
Title: *****ing betty....
Post by: aldo_14 on December 06, 2004, 01:09:09 pm
Quote
Originally posted by Goober5000
Whip up a few voice files and I'll add them in.


Need to work up which & how many voice files are required, surely?
Title: *****ing betty....
Post by: karajorma on December 06, 2004, 02:35:36 pm
Can you make it so that the persona of the *****ing betty is configrable by a table similar to the personas table?

It would be nice to have different voices for different ships (at least one terran and one vasudan is a must really).
Title: *****ing betty....
Post by: Lynx on December 06, 2004, 03:55:31 pm
Quote
Originally posted by aldo_14

Besides whichI think it'd be cool; add more immersion / sense of being in a cockpit :D
 


3d cockpits would help there, too.:nervous:
Title: *****ing betty....
Post by: aldo_14 on December 06, 2004, 04:54:41 pm
Quote
Originally posted by karajorma
Can you make it so that the persona of the *****ing betty is configrable by a table similar to the personas table?

It would be nice to have different voices for different ships (at least one terran and one vasudan is a must really).


Species specific makes sense (well, it depends on how far the GTVA cockpits are dual species, I suppose... ), I'm not sure if ship-specific is really necessary though.

IMO.
Title: *****ing betty....
Post by: karajorma on December 06, 2004, 05:12:56 pm
Put in a table and it's pretty easy to do both :D

The reason why I ask for a ship specific one (which even better can be set in FRED rather than the ships table) is that it allows you to have a co-pilot onboard and use the *****ing betty code to supply a lot of his speech for you.
Title: *****ing betty....
Post by: aldo_14 on December 06, 2004, 06:14:48 pm
Indeed.
Title: *****ing betty....
Post by: Goober5000 on December 06, 2004, 08:05:17 pm
Ship specific would be a pain in the neck.  Content yourself with species-specific for the time being. :p

Just make a bunch of voice files or sound files with whatever events you think are sufficient.  I'll add as many triggers as I receive files for.

And yes, it'll be implemented via a table.
Title: *****ing betty....
Post by: Grimloq on December 06, 2004, 10:51:46 pm
how about your co-pilot  yelling them at you? isnt that his job? :p
Title: *****ing betty....
Post by: FireCrack on December 06, 2004, 11:16:02 pm
^

PULL UP!!! PULL UP!!! OH MY GOD I'M GONNA FKING DIE!!!! PULL UP YOU BASTARD!!!!!!
Title: *****ing betty....
Post by: WMCoolmon on December 06, 2004, 11:24:10 pm
Quote
Originally posted by Goober5000
Ship specific would be a pain in the neck.  Content yourself with species-specific for the time being. :p

Just make a bunch of voice files or sound files with whatever events you think are sufficient.  I'll add as many triggers as I receive files for.

And yes, it'll be implemented via a table.


Make it settable in the custom hud gauges table. The ship-specific variable loading should already be there, you can just add a nonvisible HUD gauge and then use the text variable to get the filename for the sound.
Title: Re: *****ing betty?
Post by: Drew on December 07, 2004, 12:09:07 am
Quote
Originally posted by aldo_14
(ala this (http://www.f-15estrikeeagle.com/multimedia/audio.htm))

Did anyone ever consider writing this in (i.e. audio voice warnings as well as the visual cues for lock-on, hull damage, etc)?

I wouldn't imagine it'd be too complex; presumably there's already a set of if clauses that control the visual stuff for the hud interface, so what ould you need (set of voice files, some form of tbl to define their names-or even just use the synth; I presume there's already some form of easily accessible audio playback method / code / function)?


couldnt you just edit the .wav files already in the .vps?

Like during lockon instead of that beep sound just splice the *****in betty voice into the file.  beep....."lockon succesfull" type deal....
Title: *****ing betty....
Post by: Goober5000 on December 07, 2004, 12:09:49 am
Oh.  Hmm.  Well, maybe you should code this then. :)
Title: *****ing betty....
Post by: Drew on December 07, 2004, 12:19:14 am
as if splicing two .wave files together required any coding
Title: *****ing betty....
Post by: WMCoolmon on December 07, 2004, 02:53:21 am
As Drew pointed out, you can always merge sounds. (See Audacity)

I'm not terribly interested in leaping back into the development stream right now anyway. I just suggested it as a way of saving yourself the effort to rewrite a virtually identical system for sounds (Of course, if you want to have some fun with copy-paste on the code that's in there, be my guest. It's pretty simple - an array of structs with the pointer to the one to currently display, along with a bit more complex of a system to allow easy adding of gauges.)
Title: *****ing betty....
Post by: Drew on December 07, 2004, 04:49:43 pm
http://home.comcast.net/~ksickafoose/hosted/Alert_3.wav

simple test

Just took the missle lockon warning sound and added the *****in betty's "warning"  Sounds decent ingame. I filtered out the noise in the backround so quality is a little lower, then added a mechanize effect. took me about half an hour, but i had never used goldwave before.

to test it in mission, just drop it into your fs2 main dir and play a mission where you get locked on alot.
Title: *****ing betty....
Post by: IceFire on December 07, 2004, 05:55:41 pm
At least we won't hear constantly:

"Maximum angle of attack"
"Maximum angle of attack"
"Maximum angle of attack"
"Maximum angle of attack"
"Maximum angle of attack"
"Maximum angle of attack"
"Maximum angle of attack"

etc

:D
Title: *****ing betty....
Post by: Kazan on December 07, 2004, 06:49:08 pm
wing commander was supposed to have b1tching betty... but i never heard her
Title: *****ing betty....
Post by: Vertigo1 on December 07, 2004, 09:02:25 pm
Quote
Originally posted by FireCrack
^

PULL UP!!! PULL UP!!! OH MY GOD I'M GONNA FKING DIE!!!! PULL UP YOU BASTARD!!!!!!


DIVE! DIVE! DIVE!  HIT YOUR BURNERS PILOT! :D
Title: *****ing betty....
Post by: Ulala on December 07, 2004, 09:27:53 pm
"Stay on target! Stay on target!"
Title: *****ing betty....
Post by: aldo_14 on December 08, 2004, 03:48:19 am
Quote
Originally posted by Goober5000
Ship specific would be a pain in the neck.  Content yourself with species-specific for the time being. :p

Just make a bunch of voice files or sound files with whatever events you think are sufficient.  I'll add as many triggers as I receive files for.

And yes, it'll be implemented via a table.


k.

I managed to find someone willing to do voice, I'll try and de-diddly up a list of events tonight.... offhand I'm thinking at least tones/voices for engine wash ("chop"), proximity alert on warpout ("proximity abort"), hull<20% (not sure on phrase "critical" maybe), targeted enemy destroyed (bit iffy.... is an audio cue needed to convery this?), warpout aborted ("abort"),  shield down ("port / starboard / front / rear shield down")...um....

Anyways, still thinking.  Very busy at the mo, natch :)

Quote
Originally posted by Drew


couldnt you just edit the .wav files already in the .vps?

Like during lockon instead of that beep sound just splice the *****in betty voice into the file.  beep....."lockon succesfull" type deal....


I was thinking of stuff not already covered by the existing sounds.   Offhand, for example, I don't think there's a warning tone or sound for engine wash, etc.  I need to somehow clean up my FS2 directory and find the time to play it to make a definitive list & see what people think.
Title: *****ing betty....
Post by: StratComm on December 08, 2004, 04:21:57 am
I'd go with either "[quadrant] shield failure" or "collapse".  Others that come to mind:


I'll post up more if I think of them.
Title: *****ing betty....
Post by: aldo_14 on December 08, 2004, 04:54:11 am
Not too many, though; don't want to overload the player with soundclips.  Weapon depltion, I think, should be sufficiently self evident.
Title: *****ing betty....
Post by: kasperl on December 08, 2004, 05:25:41 am
It isn't all of the time, you know. Especially when you have 2 banks of tempests and the thing autoswitches to the next.
Title: *****ing betty....
Post by: aldo_14 on December 08, 2004, 05:47:35 am
Quote
Originally posted by kasperl
It isn't all of the time, you know. Especially when you have 2 banks of tempests and the thing autoswitches to the next.


I know, but the one thing you do not want is these sound clips to be overlaid; because that would be ****ing annoying.
Title: *****ing betty....
Post by: Lynx on December 08, 2004, 06:21:30 am
That's cool especially for TBP.
But I can imagine it getting pretty annoying after some time.
Title: *****ing betty....
Post by: kasperl on December 08, 2004, 08:08:32 am
Option screen?

Or perhaps a table configurable thingy?
Title: *****ing betty....
Post by: Alan Bolte on December 08, 2004, 10:14:05 am
Probably have it off by default, it's best in my mind to give the player something as close as possible to the original Freespace experience (with better graphics, etc) if you just install and play. Option screen item would probably be good though, at least from the viewpoint of pandering to the lowest common user. I'm not sure what your philosophy is on that.

Avoiding literally overlaid BB soundclips is easy enough if you code up a que for them. The issue then becomes having multiple clips in que and getting the last one a bit late.

"Secondaries depleted."

"Incoming message."

"Hull critical."

Perhaps each clip should have a priority attached to it?
Title: *****ing betty....
Post by: Drew on December 08, 2004, 12:52:12 pm
Some missions have messages every other second, "Incoming message"  would be annoying

THere already is an annoying sound for secondarys depleted.... it sounds like "DuChunK" and gets the message across.

Hull critical and screaming and flashing would be cool. if 3d cockpits were written in, you could have flashin lights on the control panel too.  

THere needs be a hardcoded button to turn the thing off an on.
Title: *****ing betty....
Post by: aldo_14 on December 10, 2004, 04:29:21 pm
Quote
Originally posted by aldo_14


k.

I managed to find someone willing to do voice, I'll try and de-diddly up a list of events tonight.... offhand I'm thinking at least tones/voices for engine wash ("chop"), proximity alert on warpout ("proximity abort"), hull<20% (not sure on phrase "critical" maybe), targeted enemy destroyed (bit iffy.... is an audio cue needed to convery this?), warpout aborted ("abort"),  shield down ("port / starboard / front / rear shield down")...um....


Um... might need to put the list on the backburner; I have to finish a lot of work before I go down to London *hack spit* next week.