Originally posted by Goober5000
Ship specific would be a pain in the neck. Content yourself with species-specific for the time being.
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
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.