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G.E.C.K. Voice Recording Silent.


EPDGaffney

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Thanks, Mktavish, but I've already done all that. I haven't tested much recording in the past few days but I may have found the problem and will need to check soon. It's a setting on my soundcard's software mixer that seems to be bypassed (as it should be) by a lot of recording softwares. I'll have to test it more later. I need to make a pop filter or buy one (never needed one for singing, but for voice acting it seems necessary), so I've been ignoring the recording side of things at the moment.

 

The 'joined GECK' is probably just referring to the GOG version being sold with the G.E.C.K. included in the Fallout New Vegas folder, rather than requiring a separate download.

 

Thanks, pixelhate, but I have the Steam version.

 

 

Dubious, I notice you've credited me in the guide, and I appreciate that, but I should clarify that I meant only the much smaller section that explains how to get .mp3 files to work on a radio station. The section above it is not by me (or at least I don't remember writing it). I think you should add an obvious distinction that what I wrote applies exclusively to radio stations, as most other sounds do need to be mono and generally have to be lower in quality.

 

The information I would add is that for a radio station, an .mp3 must meet the following requirements:

128 kbps CBR (256 is said to work but I have not tried it).

Mono or Stereo.

And the rest of what you already have from me.

 

And I would mention that the reason the vanilla stations have mono .ogg files is that those are what plays in the world on a speaker/radio that isn't your Pip-Boy, in case that line as it stands were to confuse anyone (I said it in the context of a tutorial). If you save .ogg files in the radio folder that are named identically to the song files but with _mono appended to them (song1.mp3 and song1_mono.ogg, for example), the radio station will play them in the game world at the correct time. I've seen a lot of different ways to encode them but I have always used 65kbps mono and I believe 22050 hz, and have always had them play as intended.

 

Sorry to give you more work than I'm sure you already do, but thank you for doing it.

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you said "And I would mention that the reason the vanilla stations have mono .ogg files"

 

And you should realize that the input of those files is Wave ... Very Large file comared.

 

And the input side be knocking around stuff.

 

So feeding an input to write ... rather intensive ,,, compared to an output play.

Maybe shut down other stuff ?

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I mean this respectfully, Mktavish, but I don't actually know what you are trying to say.

 

That whole part of my post was addressed to Dubious, which if you read up in the thread you'll see is because some of his guide is taken from an old post of mine. The .ogg files are the ones that play in the game on a juke box or something, and they correspond to .mp3s, which are what play on your Pip-Boy radio.

 

They can come from .wav, but they are usually from .mp3s in this game.

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What I mean is a .wav file is hugely different than an .oog.

 

The difference of wav to mp3 is about 5 times.

 

The point is when you are laying down .wav file track ... the engine and your comp is working hard.

Therefore ... run a task manager when you do that ... to see what I mean.

Shut other stuff down

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@EDPGaffney: Thanks for the clarifications. They are very helpful. Updated. Please let me know if there is anything else.

 

One question: the bit about adding "_mono" to an OGG file to get it to play. Implication is that the file is either a "mono" OGG file, or a lie to persuade the radio to play a "stereo" OGG file. Something I think should be clarified for mod creators.

 

-Dubious-

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Dubious:

Great work, mate. So, the one thing I would change is that I didn't mean .mp3s were the only files that a radio station would pick up on your Pip-Boy, but rather that they were preferred for their ability to use stereo and their file size. There are many tutorials and mods that use .wav files for a radio station, and besides the obvious problem of a gigantic file size, this engine will actually play a .wav file twice if you use stereo (first the left channel will play, and then the right channel, or at least that's what I remember reading).

 

This is not from my own experience, but the tutorials on-line will explain that you need to use a mono .wav for your radio or else this will happen, and of course, as you may guess, the comments are flooded with people that did indeed use stereo .wav and don't know why's every tune playing twice. And again, this is just for radio stations. It may be true of .wav files with other applications in this game/engine but I haven't worked with it to know.

 

An .mp3 file on the other hand can be stereo for your radio, and that's fantastic.

 

Regarding your question about the .ogg files, I was saying you should use mono files. That's what I've always seen recommended, and in general, 3D sounds in games are mono.

 

What I frankly believe would happen if you used stereo .ogg for the in-world speakers (which to my knowledge you would still have to call _mono in order for the game even to look at them for this purpose) is that they would actually work. But the reason I have is that it would play the two channels separately in consecutive order, like wih the .wav problem described above, but I would expect it to cut off whatever the world speaker is doing when the Pip-Boy radio starts the next song, and then start the corresponding .ogg file on the jukebox. However, this is untested, and almost certainly not a good idea. The other possibility that springs to mind is that maybe it wouldn't cut off the .ogg files when they play their second channel afterwards, but they'd maybe still start the next song, so you'd have more than one song playing on the jukebox at once.

 

I don't know, anyone's welcome to try it at their own risk, but my recommendation is one should use mono .ogg files.

 

 

Mktavish:

I see what you mean now. I'll have a look at that but Idon't really think that's it. The OCE is much better optimised than the default interface, for one thing, and the system doesn't appear strianed; it's just recording silent files. It makes more sense that my software mixer's setting modifies something that was neglected during the OCE's coding. I'll be testing more soon to confirm that.

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