Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: shrinkshooter on March 10, 2008, 02:40:16 pm

Title: In-game .wavs not working
Post by: shrinkshooter on March 10, 2008, 02:40:16 pm
so I made some free-standing custom .wavs in Audacity, and put them in my fs2/data folder (there is no /voice or /specials folders like it suggests in the freddocs). I spent the better part of 30 minutes just looking around these forums and various internet places for the answer to my problem but have turned up squat.

My custom wavs don't work in game. I don't know why. They aren't compressed, as far as I know, and they aren't in an VPs. I have one set to a message event that kicks in 5 secs after mission start, but while the text that goes with the .wav pops up with the ani file just fine, the wav doesn't play, and it's really getting on my nerves. I haven't tried anything with briefing or debriefing, and if I get the same issues I doubt I'm going to.
Title: Re: In-game .wavs not working
Post by: Jeff Vader on March 10, 2008, 02:45:03 pm
Music goes to \data\music. Voices go to \data\voice. Create the folders if/when necessary. Better yet, for custom modding, create your own mod folder, like \freespace\mymod\ and put the files to either \mymod\data\music or \mymod\data\voice. Then fiddle around with command line options.
Title: Re: In-game .wavs not working
Post by: shrinkshooter on March 10, 2008, 02:57:48 pm
Nope. That didn't work, and I didn't think it would. I selected browse in the event editor to go with the message, and correctly selected the wav location. I know some things are flaky, but it where the file is, as long as it stays there, should be arbitrary. Anyhow I put it in my freespace2\data\voice directory (which i had to create) just like you said and I'm getting nothing. I also used some of the wavs that go with the actual v3.6.9 itself; if you look in the fs2\data folder, there are some files like vasudan voice or something and msgend.wav and the like. All the files work with windows media player, but they don't preview in fred 2 open (and they aren't in vp's, even though fred2O claims they are) and they don't play sound in game.

And i'm not making a custom mod, im just trying to make a single mission they way i want it; a custom mod has a bit more involved stuff to go with it and I don't want to make this a project, just a little fun level-editing thing. For the same reasons above, I'm 99% certain that making a "mod" folder and selecting the "mod" with the launcher still won't allow the wavs to be played.
Title: Re: In-game .wavs not working
Post by: karajorma on March 10, 2008, 03:15:09 pm
That's still not the right place actually you want to use FS2\Data\Voice\Special for in-game wavs. You also have FS2\Data\Voice\Briefing and FS2\Data\Voice\Debriefing which should be self explanatory and FS2\Data\Voice\Personas if you are making a new persona.
Title: Re: In-game .wavs not working
Post by: Wanderer on March 10, 2008, 03:24:56 pm
Anything 'special' about the wav file? Sampling rate?
Title: Re: In-game .wavs not working
Post by: Goober5000 on March 10, 2008, 08:00:36 pm
Yeah, not all WAVs are created equal.
Title: Re: In-game .wavs not working
Post by: Clawandfang on March 11, 2008, 01:15:01 pm
The sampling rate shouldn't affect it at all should it? Then again, I've always found that basic Media Player is far more lenient than any other program...
Title: Re: In-game .wavs not working
Post by: shrinkshooter on March 11, 2008, 06:32:29 pm
Well, I'll switch the directory again and see if it works. I know it isn't the case, but where it is should be arbitrary as long as you directly tell the program its location. But, I know, I know, computers and programs and their crazy ways...

anyhow the info for the .wav recording in audacity is as follows:

sample rate 44100 Hz
format 32-bit float
wav format: microsoft uncompressed 16-bit PCM