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Sound replacement possible?


TRekNexus

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There is no male 2 english package, voice number 2 in the UI is actually the male 3 english package.

 

Here is a chart for voice packages in vanilla EW as quick reference, what language has voice package.

 

Female voices

SF01 to SF06 - En Fr Ge It Po Ru Sp

Male voices

SM01 - En Fr Ge It Po Ru Sp
SM02 - __ Fr Ge It __ __ __
SM03 - En Fr __ It Po Ru Sp
SM04 - En __ Ge __ Po Ru Sp
SM05 - En __ __ It Po __ Sp
SM06 - En Fr Ge __ Po Ru __
SM07 - En Fr Ge It Po Ru Sp
SM08 - __ __ __ __ __ __ __
SM09 - __ Fr Ge It __ Ru Sp

---

I've verified that SM01, 03-07 are the same as in Enemy Unknown. For an example EW SM03 = EU SM03.

 

SM02, 08-09 voices could be reintroduced to EW or used for testing. Temporary DL for EU SM02 (5.5 MB, 539 ogg files).

 

Edit: Just to clarify, how I verified it. Listened to "solid copy" and "yes commander" cues in ogg format extracted from EU and compared them to sample sounds heard on EW customization screen.

Edited by Drakous79
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In game numbering is not necessarily equal to package numbering, as the engine actually tries to find all the available voices for the selected language. This is true for males, but might not be true for females, as the engine always returns 6 packages for females and it's unclear if they get sorted somehow. Edited by wghost81
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Would be wicked of devs to put SF06 first, when we are used to count from 1. Well, you programmers count from 0 :smile:

 

I assume packages are feeded to possible voices array in some logical order, as specified somewhere (native fn, ini).

 

If I look on the chart, SM06 Ru should be listed as option 4 on customization screen.

 

Edit: Just played female voices from EU and package numbers match those on customization screen in EW. Taking natural lazyness of mankind into an account, those voices were just ported to EW.

Edited by Drakous79
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As a side effect of all these sound replacement studies, I finally made a Hunker Down fine-tune mod. :smile:

 

http://www.nexusmods.com/xcom/download/1000004064

 

It brings several improvements to Hunker Down action: Hunker Down hotkey (K by default) now works similar to Overwatch hotkey, i.e. immediately performs a Hunker Down action without a need for confirmation; Hunker Down sound is no longer played twice, resulting in weird echo effect; soldier speech for Hunker Down action is now enabled.

 

UPD: I was trying to find out why overwatch sound is so loud. And I did: it has VolumeMultiplier set to 1.5! Decreased it to 0.75:

 

UPK_FILE=XComGame.upk
OBJECT=SoundUI.OverWatchCue
FIND_CODE=<VolumeMultiplier> <FloatProperty> <%u 4> <%u 0>:END
MODDED_CODE=<%f 0.75> // original value is 1.5

 

To my surprise, sound cue and sound node wave are cooked right into XComGame.upk package! Never realized that before. Very interesting discovery, at least for me.

Edited by wghost81
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Amazing! Thanks WGhost for the hunker down mod, I really wanted a hotkey. I can't wait to try it and the overwatch fix. Does this also help with the really loud sound effect on alt-o?

 

Edit: Also amazing that a cooked into xcomgame sound isn't broken because of all the mods moving the absolute offsets. Or do none of them alter the table sizes?

Edited by tracktwo
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Very nice. Does the key work for escorted VIP too?

 

I think it can be done in XComGame.XComTacticalInput.ActiveUnit_Moving.Key_K. Done it some time ago, but never released a mod. Hope these are the correct notes, what code to insert into Key_K.

if((kActiveUnit.GetAction() == none) || !kActiveUnit.GetAction().IsA('XGAction_Fire'))
{
   if (kActiveUnit.GetCharacter().IsA('XGCharacter_Civilian'))
   {
      kActiveUnit.PerformAbility(70); // eAbility_CivilianCover
      Outer.PlaySound(soundcue'MenuSelectCue', true); // this is UI click, not neccessary
      return true;
   }
   else
   {
      kActiveUnit.PerformAbility(27); // eAbility_TakeCover
      Outer.PlaySound(soundcue'MenuSelectCue', true); // this is UI click, not neccessary
      return true;
   }
}

Edit: Corrected the code.

Edited by Drakous79
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tracktwo, yes reduced VolumeAmplifier will help with mass-OW sound, but still, you will be getting 6-8 of those at once, so Alt-O will still be more loud than just one Y.

 

EW made a Hunker Down hotkey available with one of the patches. I just made it work directly, without bringing up ability UI. You can assign hotkey with ini or ingame menu. I'm not sure the mod works with LW, though.

 

Since XComGame.upk isn't seek-free, it doesn't use absolute file offsets. But I haven't yet looked into raw data format, so I can't tell how exactly it is serialized.

 

Drakous79, entirely forgot about those poor VIPs. :smile:

Edited by wghost81
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Ah, I didn't realize that. I didnt have ew until I got long war, I mostly just played EU. And makes sense with it not being seek free. I'll need to look into that a bit, cause not having absolute offsets to deal with would be really nice. And from what I understand seek free is mostly an optimization for consoles using optical disks, so it shouldn't (hopefully) be a big problem on a PC if the game will recognize them.
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UPD: I was trying to find out why overwatch sound is so loud. And I did: it has VolumeMultiplier set to 1.5! Decreased it to 0.75:

Is this code gimmick also related to the Research Results PopUp stacking when we get multiple items at once?

 

I've always been stunned by the HUGE gap in such sound effects and since LW adds a variety of many more items, the friggin noise is even worst.

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