Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: LoneKnight on July 20, 2011, 10:48:52 pm
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Not sure if anyone else ran into this issue while doing voice-acted campaigns, but I'm trying to add briefing dialogue, attempted using .wav files. Sometimes certain specific .wav files work, while most others don't. Debug gives the following:
AUDIOSTR => ErrorExit for ::Create() on wave file: Rumble.ogg
AUDIOSTR => ErrorExit for ::Create() on wave file: test.wav
AUDIOSTR => ErrorExit for ::Create() on wave file: test.wav
AUDIOSTR => ErrorExit for ::Create() on wave file: Breathing_Actual.wav
AUDIOSTR => ErrorExit for ::Create() on wave file: test.wav
AUDIOSTR => ErrorExit for ::Create() on wave file: goddamnwork.wav
If it causes FRED to crash:
SOUND: c:\temp\fs2_final_export\code\sound\audiostr-openal.cpp:1224 - OpenAL error = 'Invalid Value'
SOUND: c:\temp\fs2_final_export\code\sound\audiostr-openal.cpp:1224 - OpenAL error = 'Invalid Value'
Int3(): From c:\temp\fs2_final_export\code\sound\audiostr-openal.cpp at line 1387
I tried with a .ogg to no avail. One of my random .wav files works no problem, so the lack of consistency gets me confused. In some cases, when browsing and attempting to play the file in FRED, it outright crashes the program. I'm using 3.6.12. Any ideas as to why these won't work?
Thanks a lot in advance.
EDIT: And yes, my OpenAL is updated.
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Check the format of the files. Voice acting must be mono, 16-bit audio. The ones that you are having problems with are probably not in that format.
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This is becoming frustrating. I'm exporting my samples using Audacity, as a WAV Microsoft, Signed 16-Bit PCM. Testing them in FRED or in-game doesn't even play them. I even exported some briefings / dialogue from FS, put it into Audacity, and exporting it again, and it doesn't work. Any ideas? I'm really close to finishing a series of missions and want this working! Gah.
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Attach one that works and one that doesn't (if you don't want to use the campaign voices, post both a before and after of some voice acting that you exported from FS). Also, attach a log of a run with a failing to play voice.
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Files are attached. One is pulled straight from retail and works, the other I merely put into Audacity and exported.
This is the feedback from the log regarding it:AUDIOSTR => ErrorExit for ::Create() on wave file: LP2-2_SN_03_OUTTAKE2.wav
[attachment deleted by ninja]
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LP2-2_SN_03_OUTTAKE.wav (87.61 kB - downloaded 0 times.)
LP2-2_SN_03_OUTTAKE_EXPORTED.wav (175.04 kB - downloaded 0 times.)
I can't look at them till later, but shooting from the hip, I would say the one that you doesn't work is in stereo and the original is in mono.
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I personally always convert my sound files to .ogg as the game seems to like that better. Perhaps that's a venue for you to try as well?
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As far as I can tell, the files themselves are mono...if you can check to see what the exported file ^ above ^ is...that will probably answer it. In Audacity, it tells me it's a mono file.
I personally always convert my sound files to .ogg as the game seems to like that better. Perhaps that's a venue for you to try as well?
I also tried .ogg but to no avail. I'm assuming this is all the same problem.
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In all honesty, I never recall having "sound files must be in mono" issues. I'm pretty sure I've used audio files straight out of Sound Recorder in FSO briefings; these files were recorded at maximum quality if I remember, so the audio would have been in stereo. I could be mistaken, but I can't remember ever having issues like the ones described above.
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Download and try to use the attached Exported file in FRED. Maybe my computer and/or FRED is just failboat.
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If you recorded them using a single mic, then they'd be in mono.
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The built-in mic records in stereo, actually.
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Well, I have tested the files.
Sadly (or fortunately depending on your perspective), they both work fine. Having examined the files they both appear to be correctly formatted, mono, 11kHz PCM audio (the larger one is a higher bit rate, but that doesn't appear to make any difference).
At this point, I would suggest clear out your retail data directory and try to reproduce the issue with retail only data. The paranoid in me says that you have conflicting bad file(s) that FSO is picking up that is causing your issue. Use the debug builds and check the fs2_open.log and/or the fred2_open log and make sure that you can account for every .vp that is loaded and all of the loose files that are listed in the log.
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Hmm, interesting. By chance I checked the wav's in FRED Retail (non SCP) and they played. This pretty much confirms what you said, that the issue is FSO related, though I have no idea what could cause this issue.
Did a lot of digging through old topics, and found that an issue could be with the FSO files I downloaded, something about them corrupting and not including all of the files. Best way to determine that is to see if your file count is accurate.
And also, before anyone asks, I'm using Generic Software in the audio tab.
Here's mine. Can somebody post/compare to theirs to see if I'm short any files?
Searching root 'C:\Games\FreeSpace2\Mediavps_3612\' ... 1 files
Searching root pack 'C:\Games\FreeSpace2\Mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\FreeSpace2\Mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Games\FreeSpace2\Mediavps_3612\MV_Assets.3612.vp' ... 228 files
Searching root pack 'C:\Games\FreeSpace2\Mediavps_3612\MV_Assets.vp' ... 1905 files
Searching root pack 'C:\Games\FreeSpace2\Mediavps_3612\MV_Effects.3612.vp' ... 2 files
Searching root pack 'C:\Games\FreeSpace2\Mediavps_3612\MV_Effects.vp' ... 1892 files
Searching root pack 'C:\Games\FreeSpace2\Mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\Mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\Mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Games\FreeSpace2\Mediavps_3612\MV_Root.vp' ... 358 files
Searching root 'C:\Games\FreeSpace2\' ... 28 files
Searching root pack 'C:\Games\FreeSpace2\BH_Assets_03.vp' ... 228 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 22 roots and 14630 files
The following is just some other errors that were thrown up during startup, maybe they contribute, maybe not.
SCRIPTING: Beginning main hook parse sequence....
Wokka! Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'! Error code = 5.
TBM => Starting parse of 'mv_flak-sct.tbm' ...
TBM => Starting parse of 'mv_dbrs-sct.tbm' ...
TBM => Starting parse of 'mv_exp-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka! Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM => Starting parse of 'mv_music-mus.tbm' ...
TBM => Starting parse of 'mv_effects-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-amr.tbm' ...
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM => Starting parse of 'mv_core-wep.tbm' ...
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_assets-wep.tbm' ...
TBM => Starting parse of 'mv_effects-obt.tbm' ...
TBM => Starting parse of 'fusion-shp.tbm' ...
TBM => Starting parse of 'TCSF-Gallileo-shp.tbm' ...
TBM => Starting parse of 'TCFH-Excalibur-shp.tbm' ...
TBM => Starting parse of 'TCF-Gladius-shp.tbm' ...
TBM => Starting parse of 'TCF-Dauntless-shp.tbm' ...
TBM => Starting parse of 'TCD-Gilgamesh-shp.tbm' ...
TBM => Starting parse of 'TCD-Formidable-shp.tbm' ...
TBM => Starting parse of 'TCD-Diemos-shp.tbm' ...
TBM => Starting parse of 'TCCV-Enterprise-shp.tbm' ...
TBM => Starting parse of 'TCC-Essex-shp.tbm' ...
TBM => Starting parse of 'TCB-Devastator-shp.tbm' ...
TBM => Starting parse of 'mv_core-shp.tbm' ...
TBM => Starting parse of 'radar-shp.tbm' ...
TBM => Starting parse of 'mv_effects-shp.tbm' ...
TBM => Starting parse of 'mv_assets-shp.tbm' ...
TBM => Starting parse of 'mv_core-hdg.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 323
TrackIR Init Failed - 1
Movie Error: Unable to open 'intro' movie in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
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http://www.hard-light.net/forums/index.php?topic=70736.msg1450659#msg1450659
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So, it appears I'm not missing any files. Damn. I dug up this thread, this appears to be an issue that occurs more than once.
http://www.hard-light.net/forums/index.php?topic=58071.msg1172284#msg1172284
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Sorry for the double post, but I made an example mission that has a custom voice file in place. The VP has the mission and audio files set up, so all you have to do is drop the file in your \data and play it. If it works, I guess I'll have to just add the voices without being able to enjoy them myself :(
[attachment deleted by ninja]
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Other then the possibility of a bad table with the wrong sound type set lurking somewhere I have no ideas.
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Can someone test the voice test attachment to see if it works? At least I can continue work that way.
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Can someone test the voice test attachment to see if it works? At least I can continue work that way.
The attached .vp does not work as is. However that is only because the .vp is malformed, not because FSO has a problem with the .wave file.
The correct location for game speech is in the data/voice/<type> folders. See the FS wiki modding portal for more information about the correct location of game data (http://www.hard-light.net/wiki/index.php/FS2_Data_Structure#voice). In summary all game data has to be in the correct subfolder of data, even when inside .vp.
To be clear, you had:
/
+data/
++missions/
++tables/
+voice/
++personas/
rather than:
/
+data/
++missions/
++tables/
++voice/
+++personas/
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The attached .vp does not work as is. However that is only because the .vp is malformed, not because FSO has a problem with the .wave file.
Thanks, so the audio did work however?
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Thanks, so the audio did work however?
Yes it did, after I moved it to the correct directory.
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Awesome. At least the community will be able to enjoy the voices. I'll have to figure out why it isn't working on mine so I can at least enjoy it.
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LoneKnight: can you please try Quent's mission in this thread (http://www.hard-light.net/forums/index.php?topic=77314) and follow my directions in this post (http://www.hard-light.net/forums/index.php?topic=77314.msg1536705#msg1536705). Post your log in the other thread please.