Author Topic: cue_voice.wav  (Read 1229 times)

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Offline CommanderDJ

  • Software engineer
  • 210
hey guys,
I'm making a standalone mission without any mods and I want to use the cue_voice.wav file for my message sounds, but when I do so it seems to affect the headanis, as they appear for like a fraction of a second before disappearing. Is this because cue_voice.wav is too short a sound file or something?

Thanks.
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Your diagnosis is unfortunately correct.

 

Offline CommanderDJ

  • Software engineer
  • 210
:(. I'll just add some silence to it in audacity and distribute it with the mission then.
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline Galemp

  • Actual father of Samus
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I thought there was an empty_msg.wav in the VPs for just that purpose?
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Offline CommanderDJ

  • Software engineer
  • 210
Not that I can find. Nothing plays in game when using that for the message wav file. It's been distributed with various mods I'm pretty sure (like Vassago's Dirge) but doesn't seem to be in the VPs.
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline Qent

  • 29
Check in data/freddocs/.

Your mission would become a mod though. :(

 

Offline CommanderDJ

  • Software engineer
  • 210
Not necessarily. If I just include the file with the mission, people could just chuck it in data/sounds and it would work. It's what I'm doing while building the mission.
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 

Offline Qent

  • 29
I feel like people and The E would be weirded out by that. I could be wrong though.

  

Offline Shivan Hunter

  • 210
  • FRED needs lambdas!
Heh, I used to have several versions for different message lengths.

Putting stuff (either missions or sounds) in the main data/ folder, even if it wouldn't technically break anything, is hardly standard procedure for releasing stuff. Anything that depends on cue_voice being a ridiculously short wav file could potentially be broken- the possibility for error in this one case is quite small but if it can break anything it should be in a mod folder.