LiQuiD911 Posted October 7, 2014 Share Posted October 7, 2014 (edited) <slides in from the shadows> I know this isn't a priority, but I was wondering if the unused speech files can be brought back to life with mutator magic. Like instead of playing "contact" when a pod patrols in during the enemy's turn, play "they are sending in reinforcements". Edited October 7, 2014 by LiQuiD911 Link to comment Share on other sites More sharing options...
tracktwo Posted October 7, 2014 Share Posted October 7, 2014 I'm not sure what unused speech files you mean, but something like that is probably possible either with mutators or through a custom sound bank. Since mutators aren't really supported in xcom the appropriate hooks would need to be added in the right place to do it that way, and could probably only swap sounds with other already existing sounds. The custom voice banks would give you full control over what sound is played for each event, assuming you have the sound assets to use. Link to comment Share on other sites More sharing options...
LiQuiD911 Posted October 7, 2014 Share Posted October 7, 2014 When I was poking at the voice banks I found that there is speech for "eCharSpeech_AlienReinforcements" and for Multikill too. Correct me if I'm wrong ,but I've never heard the soldiers saying those. Link to comment Share on other sites More sharing options...
johnnylump Posted October 7, 2014 Share Posted October 7, 2014 @tracktwo I've posted a call for voice actors here: http://forums.nexusmods.com/index.php?showtopic=2172704 Let me know if you have any suggestions. Thanks! Link to comment Share on other sites More sharing options...
tracktwo Posted October 7, 2014 Share Posted October 7, 2014 LiQuiD911: I'll see what I can find out about those particular values and let you know. Johnnylump: looks great. Hope you get some quality volunteers! Link to comment Share on other sites More sharing options...
johnnylump Posted October 7, 2014 Share Posted October 7, 2014 @ Liquid. We know there are at least some clips were recorded but aren't utilized in game -- in particular danger zone suppression. But others we haven't tested whether they point to any actual audio or not. @ tracktwo -- Thanks for looking it over. Making this up as I go along, but hopefully it will get a response :) Link to comment Share on other sites More sharing options...
johnnylump Posted October 7, 2014 Share Posted October 7, 2014 Update; We have a couple of guinea pigs for a first pass at this, so I'll be working up a basic script. Does anyone sense they did post-processing to the ingame audio to make it sound like radio transmissions? Link to comment Share on other sites More sharing options...
tracktwo Posted October 7, 2014 Share Posted October 7, 2014 Fantastic! Most helpful at first would be the sounds for common and easily triggerable events. Moving, overwatch, shot missed, killing or failing to kill an alien, reloading, to name a few. I'll re-listen to some of the extracted individual sounds to see if I can hear anything, but I didn't really notice any obvious post processing on humans. They are fairly highly compressed and low sample rate to begin with, though, so it might just be a quality issue. Most of the time the sounds are playing over music or other effects so it's probably often not that noticeable. Link to comment Share on other sites More sharing options...
johnnylump Posted October 8, 2014 Share Posted October 8, 2014 Roger that. Would you like to come up with a filenames convention for the waves that includes all the variables in play here (echaracterspeech, index, speaker, language, accent, maybe some others? We're getting lots of interest. If it's OK with you we'll set up a google drive for submissions. I'm going to go through XComGame.upk and try to suss out which speech segments are actually called by the game. Link to comment Share on other sites More sharing options...
tracktwo Posted October 8, 2014 Share Posted October 8, 2014 (edited) The existing sounds use the convention like this: SM01HunkerDown01. "SM" or "SF" is soldier male/female. Then the name of the event, and a two digit counter starting at 01 for each variant. The packages themselves are named "MaleVoice1_English_bank0", for the first (0th) bank of the english male voice #1. So a similar convention would be useful. E.g. a folder named as the package, and inside files with the convention of the sound node names. I've also gone through the existing sound banks, and it looks like human soldiers have 61 sounds per bank, and each bank has all 61 sounds. But not all sounds are unique throughout the banks, as you suspected many of the less-common ones are repeated in multiple banks. Here's a full list of all the voices present for human soldiers: HunkerDown Reload Overwatching Moving Dashing JetPackMove LowAmmo OutOfAmmo Suppressing AreaSuppressing FlushingTarget HealingAlly StabilizingAlly RevivingAlly CombatStim FragOut SmokeGrenadeThrown SpyGrenadeThrown FiringRocket GhostModeActivated JetPackDeactivated ArcThrower RepairSHIV Kill MultiKill Missed TargetSpotted TargetSpottedHidden HeardSomething TakingFire FriendlyKilled Panic PanickedBreathing Wounded Died Flanked Suppressed PsiControlled CivilianRescued MeldSpotted MeldCollected RunAndGun GrapplingHook AlienRetreat AlienMoving AlienNotStunned AlienReinforcements AlienSighting DisablingShot ShredderRocket PsionicsMindfray PsionicsPanic PsionicsInspiration PsionicsTelekineticField SoldierControlled StunnedAlien Explosion RocketScatter PsiRift Poisoned Strangled Edited October 8, 2014 by tracktwo Link to comment Share on other sites More sharing options...
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