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Sound (voice) files


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At niston’s suggestion, I added a decent amount of reverb to the character’s voice lines for my church concept. I used Audacity to add in some bass and the reverb effect, and the files themselves sound good when listened to outside of the game. Unfortunately, when I bring these files into the dialog quest, the reverb effect seems to be negated. Not all that familiar with in game sound files, so I turn to the experts: Is there something else I should be doing?

Edited by pepperman35
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Could you use an acoustic space in creative kit to achieve what you're after without making edits to the base audio files? I think the ones that represent large open buildings often have something of the effect you're going for.

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Yep, you can setup reverb in CK.

Reverb can be added through Acoustic Spaces, as pointed out by Lemecc.

Select an entry from the Environment Type dropdown. These entries correspond to the Reverb Parameters in CK.

 

However, not sure why editing the sound files wouldn't work for you. It should.

You positive that the game tries to actually play the edited file? Esp. regarding LIP/WAV vs FUZ?

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At this point I have not gotten to the lip or fuz file stage so all I have are wav files. So that regard, I am positive the game is playing to modified files. I will look into the output sound model and the acoustic space, so thanks for those tips. There are a lot out output sound models available in the list, anyone have a secret decoder ring for what they mean?

Edited by pepperman35
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Okay, those tips paid off nicely and the reverb seems to be acceptable (at least to me). Here is the result of today's testing.

 

 

So I now have three sermons voiced, with a 4th drafted textually. Still kicking around the idea of the funeral sermon.

Edited by pepperman35
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