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I would like to play a custom audio file for a voiced holotape. How to select the file I created?


lelcat

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Haven't tried myself, but here's my first guess:

 

http://www.creationkit.com/fallout4/index.php?title=Play_-_Sound

 

CK example given:

int instanceID = mySFX.play(self) ; play mySFX sound from my self
Sound.SetInstanceVolume(instanceID, 0.5) ; play at half volume

You'd need to set up a sound record in the CK and point it at your file (their example uses the editor ID mySFX). And when you use the Play function you have to send an ObjectReference to 'play from' (what is making the sound). I assume you'd use the Player (or terminal in this case, as Self represents the terminal when playing from a script on a terminal).

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Okay, so if you can't select 'custom' audio, then you can select vanilla audio files? That means you need your audio to appear in that list.

 

I haven't done holotapes myself but I suspect that, like everything else in the CK, you have to define the audio file as an entry within the CK files in order to get them to show up on the audio selection list. Like how with Armor pieces, you first need an Armor Add-On.

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Okay, so if you can't select 'custom' audio, then you can select vanilla audio files? That means you need your audio to appear in that list.

 

I haven't done holotapes myself but I suspect that, like everything else in the CK, you have to define the audio file as an entry within the CK files in order to get them to show up on the audio selection list. Like how with Armor pieces, you first need an Armor Add-On.

Yes I think that is how it supposed to work, but I am not sure how to do it.

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Okay, so if you can't select 'custom' audio, then you can select vanilla audio files? That means you need your audio to appear in that list.

 

I haven't done holotapes myself but I suspect that, like everything else in the CK, you have to define the audio file as an entry within the CK files in order to get them to show up on the audio selection list. Like how with Armor pieces, you first need an Armor Add-On.

Yes I think that is how it supposed to work, but I am not sure how to do it.

 

Follow the format of the other audio entries in the CK lists. Figure out where they're located, use Duplicate or New just like with anything else.

 

Assuming I'm right, of course. Haven't been close to CK since that last reply in order to check.

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http://i.imgur.com/dlRKpbn.png

I dont see an option to pick my own custom audio file. Also I think that having to declare each audio file like an asset is not how it works, as there are several hundred thousand of them in the game and the audio section of the asset browser does not have any dialogue audio.

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Not sure I understand what you need.

Or the answer of the NPC is your audio file, in that case, record a line, whatever what, this will create a .wav file. Copy his name. Then rename your own audio file with that name. Overwrite it. If a .lip file has been created, delete it. (It's a bit weird but it can work)

Or the answer of the NPC is "This is a holotape test" , in that case you need to end the dialogue , then create a stage in your quest, as result script, use the script of MasterMagnus (above, don't forget the properties). Then, back to your dialogue "This is a holotape test" in scripts, select "set parent stage quest" and link it to the stage you created.

Edited by GePalladium
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