Abramul Posted October 28, 2006 Share Posted October 28, 2006 Unless it would be possible to analyze MW's voice files to determine the differences, and apply them to OB's voices... Link to comment Share on other sites More sharing options...
Povuholo Posted October 28, 2006 Share Posted October 28, 2006 Unless it would be possible to analyze MW's voice files to determine the differences, and apply them to OB's voices...What do you mean? I was talking about conversations with the player... There aren't any voiced conversations with the player in Morrowind. Link to comment Share on other sites More sharing options...
Abramul Posted October 28, 2006 Share Posted October 28, 2006 There are, however, sufficient Greeting, Attack(?), and Idle voices that it should be possible to extract a voiceprint, although I have no idea how such a thing would be represented. Link to comment Share on other sites More sharing options...
Guest Tessera Posted October 28, 2006 Share Posted October 28, 2006 I think we're onto something here. :D Regarding silent mp3's... I'm not sure that I get why that would be necessary. I'm suggesting substituting new voices, attached to improved scripts or whatever they're called and then re-compressing the whole schmeer back into the default cabinet file format and... ...and actually, I'm not a modder and I have no idea what the hell I'm talking about. Hardware is my schtick, not coding. :( Thoughts..? Link to comment Share on other sites More sharing options...
SickleYield Posted October 30, 2006 Share Posted October 30, 2006 Regarding silent mp3's... I'm not sure that I get why that would be necessary. I'm suggesting substituting new voices, attached to improved scripts or whatever they're called and then re-compressing the whole schmeer back into the default cabinet file format and... Gaaaah. Silent mp3's are there for the purpose of recording new dialogue that is visible but not recorded. Without them the dialogue scrolls too fast to be read. Recording all-new voices and all-new dialogue for the game with NO overlap would require: -Very good sound equipment, with uniform quality for all those recording their voices to send in.-Sixteen different voice actors (one per sex per race) who can act and are willing to record hundreds of lines of dialogue.-A really huge file size to hold all the mp3's. It doesn't seem very likely. Link to comment Share on other sites More sharing options...
Guest Tessera Posted October 30, 2006 Share Posted October 30, 2006 Well, the sound recording equipment is no problem... I've got that. An entire studio, in fact. Of course, a mod that extensive probably violates copyrights, so the hell with it. It was a cool idea, though. And actually, you wouldn't necessarily need 16 actors... just a few who are talented at changing their voices enough to make each race and gender sound distinctly unique. Mimics and impressionists are a good choice... they've already got a talent for that sort of thing. People who do cartoon voices would be another great choice and for the same reasons. Link to comment Share on other sites More sharing options...
GBHis Posted October 31, 2006 Share Posted October 31, 2006 Regarding silent mp3's... I'm not sure that I get why that would be necessary. I'm suggesting substituting new voices, attached to improved scripts or whatever they're called and then re-compressing the whole schmeer back into the default cabinet file format and... Gaaaah. Silent mp3's are there for the purpose of recording new dialogue that is visible but not recorded. Without them the dialogue scrolls too fast to be read. Recording all-new voices and all-new dialogue for the game with NO overlap would require: -Very good sound equipment, with uniform quality for all those recording their voices to send in.-Sixteen different voice actors (one per sex per race) who can act and are willing to record hundreds of lines of dialogue.-A really huge file size to hold all the mp3's. It doesn't seem very likely.Two questions regarding those silent mp3s: 1 - Compression/Quality? Why not use a 16 or 8 bitrate instead of default 192? Would result in a real shoddy quality audio -- but hey, it's silence :) 2 - Is it possible to attach the same mp3 to different "talk-segments"?Of course, a mod that extensive probably violates copyrights, so the hell with itHow? If it's your own voices, and you don't charge money for them -- what's the problem? Link to comment Share on other sites More sharing options...
Povuholo Posted October 31, 2006 Share Posted October 31, 2006 1 - Compression/Quality? Why not use a 16 or 8 bitrate instead of default 192? Would result in a real shoddy quality audio -- but hey, it's silence :)Edit: Doesn't work right now, I removed the download link. 2 - Is it possible to attach the same mp3 to different "talk-segments"?I don't think so. You have to create a mp3 file in the CS, which you then replace with the silent mp3 file by copying the name. Every line has his own mp3 file with a unique name, so I don't think that will work.Of course, a mod that extensive probably violates copyrights, so the hell with itBecause it replaces all the original voices with your own? I don't think it violates copyrights. You can replace textures, so why can't you replace voices? :happy: Link to comment Share on other sites More sharing options...
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