Takeshii Posted June 16, 2009 Share Posted June 16, 2009 Hello, i can not for the life of me figure out how to get the NPC's to use the sound file for the dialog...here's where I'm at, Ive got all the dialog in and working as intended, but when I put the sound files in for the voices I recorded they don't work. The voices preview fine in the CS but nothing in game. I Know I placed them in the right area and everything...for example:Data\Sound\Voice\[snip].esp\High Elf\M\[snip]_GREETING_00000F85_1.mp3just like the editor told me to put it. I know I have my audacity settings right:44100hz16bit Sample rate64 CBRMono Tried both wav and mp3... Im stumped...and yes I followed, checked and rechecked the wiki to make sure i did everything as it said... Im using the latest version of CS. I read it has a bug that it doesnt generate lip sync files, but everything else should be fine... Link to comment Share on other sites More sharing options...
Takeshii Posted June 16, 2009 Author Share Posted June 16, 2009 Even wierder. I just made the lip file for the voice sound above, and it does read that and his lips are moving. So the mod is looking for it, but the sound with identical name(not counting extension) is not seen and no voice, so it only displays the greeting for like 1 second then cuts off to the dialog choices, cutting off the lip sync as well. The sound is 8 seconds long. Link to comment Share on other sites More sharing options...
Vagrant0 Posted June 17, 2009 Share Posted June 17, 2009 Even wierder. I just made the lip file for the voice sound above, and it does read that and his lips are moving. So the mod is looking for it, but the sound with identical name(not counting extension) is not seen and no voice, so it only displays the greeting for like 1 second then cuts off to the dialog choices, cutting off the lip sync as well. The sound is 8 seconds long.I havn't done anything on this part, but having the dialogue display for only a second is usually a symptom of the dialogue not linking properly with the .mp3 file. I'd be tempted to think that the work done in the CS is largely to just get the lipsynch info working, and that the actual sound file still needs to be generated and registered elsewhere. But again, have not actually attempted to have voiced dialogues. Link to comment Share on other sites More sharing options...
Takeshii Posted June 17, 2009 Author Share Posted June 17, 2009 Even wierder. I just made the lip file for the voice sound above, and it does read that and his lips are moving. So the mod is looking for it, but the sound with identical name(not counting extension) is not seen and no voice, so it only displays the greeting for like 1 second then cuts off to the dialog choices, cutting off the lip sync as well. The sound is 8 seconds long.I havn't done anything on this part, but having the dialogue display for only a second is usually a symptom of the dialogue not linking properly with the .mp3 file. I'd be tempted to think that the work done in the CS is largely to just get the lipsynch info working, and that the actual sound file still needs to be generated and registered elsewhere. But again, have not actually attempted to have voiced dialogues. Thanks for the reply. I too have never dealt with voiceovers as well. I almost have no doubt and agree that its something to do with the dialog options somewhere. Like a sneaky checkbox tucked somewhere that you have to check to get it going. I wouldnt it put it past the CS... it has enough redundancies. I know I have the sound in the right format -- I have implemented sounds before. I typically teach myself everything and live off the wiki, but I can not find anything more than what ive done. This is my first problem brought to the board in like 3 years of lurking, so you can imagine the frustration I might have right now :blink: Link to comment Share on other sites More sharing options...
Vagrant0 Posted June 17, 2009 Share Posted June 17, 2009 Might help to describe the steps you've been taking to get these dialogues done since voiced dialogues, as I understand them, require moving back and forth between the CS, your audio program, and your data folder. Link to comment Share on other sites More sharing options...
Takeshii Posted June 17, 2009 Author Share Posted June 17, 2009 Might help to describe the steps you've been taking to get these dialogues done since voiced dialogues, as I understand them, require moving back and forth between the CS, your audio program, and your data folder. I have Both CS installed, and am using Audacity. The steps I did to get where I am: 1: Record sounds through audacity. 44100hz, 64cbr, mono settings. Exported to both wav and mp3. 2: Load up the original(old) CS and make a dialog, copy the .wav over to the file location it wants and rename it according to the dialog. 3: Verify that the sound file will play and make the lip file. 4: Copy the lip file over to my addon location, rename it for the dialog name that it is in. In this case its named Fadrus_GREETING_00000F85_1 in the location Data\Sound\Voice\Zombie Arena.esp\High Elf\M\ 5: Copy the mp3 over to the addon location, rename it to the dialog name as well. 6: Verify it detects both the sound file and the lip file for the dialog in the newest version of CS, which it does for both, and previews the sound in the editor as well. 7: Boot up oblivion...Fadrus's lips move as if its using the lip file, but no sound. Link to comment Share on other sites More sharing options...
Takeshii Posted June 17, 2009 Author Share Posted June 17, 2009 Weirder yet... I extracted some announcer sounds from the Voices2 bsa, and tried them, nothing but silence. Yet once again it looks just fine in the editor, previews in it too. Pic this time. http://i32.photobucket.com/albums/d19/Takeshii/announcer.jpg Link to comment Share on other sites More sharing options...
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