Author Topic: In-game .wavs not working  (Read 1726 times)

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In-game .wavs not working
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.

 

Offline Jeff Vader

  • The Back of the Hero!
  • 212
  • Bwahaha
Re: In-game .wavs not working
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.
23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

14:08 < achillion > there's too much talk of butts and dongs in here
14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
01:08 < T-Rog > Chlamydia
01:08 < achillion > O.o
01:09 < achillion > well
01:09 < achillion > I guess that happens
01:09 < T-Rog > at least it's curable
01:09 < achillion > yeah
01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
01:10 < achillion > I was not

14:04 < achillion > Sometimes the way to simplify is to just have a habit and not think about it too much
14:05 < achillion > until stuff explodes
14:05 < achillion > then you start thinking about it

22:16 < T-Rog > I don't know how my gf would feel about Jewish conspiracy porn

15:41 <-INFO > EveningTea [[email protected]] has joined #hard-light
15:47 < EvilBagel> butt
15:51 < Achillion> yes
15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

18:53 < Achillion> Dicks are fun

21:41 < MatthTheGeek> you can't spell assassin without two asses

20:05 < sigtau> i'm mining titcoins from now on

00:31 < oldlaptop> Drunken antisocial educated freezing hicks with good Internet == Finland stereotype

11:46 <-INFO > Kobrar [[email protected]] has joined #hard-light
11:50 < achtung> Surely you've heard of DVDA
11:50 < achtung> Double Vaginal Double ANal
11:51 < Kobrar> ...
11:51 <-INFO > Kobrar [[email protected]] has left #hard-light []

 
Re: In-game .wavs not working
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.

 

Offline karajorma

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Re: In-game .wavs not working
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.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline Wanderer

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Re: In-game .wavs not working
Anything 'special' about the wav file? Sampling rate?
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Goober5000

  • HLP Loremaster
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Re: In-game .wavs not working
Yeah, not all WAVs are created equal.

 

Offline Clawandfang

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Re: In-game .wavs not working
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...
No one lives in the slums because they want to. It's like this train. It can't go anywhere except where its rails take it.

If you're interested in the classic film, "The Land Before Time", then come visit a land before time forum.

  
Re: In-game .wavs not working
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