Asterra Posted August 19, 2019 Share Posted August 19, 2019 Just a quick question. I have noticed that some "Talking Activator" type radios play a quick bit of "channel changing" static between each individual line of dialogue, and some do not. However, there are no option or variable differences between the two that I can tell. It's as though the game is simply choosing for itself whether or not a given talking activator exhibits this behavior. Seeing if anyone knows what to look for. Link to comment Share on other sites More sharing options...
dubiousintent Posted August 19, 2019 Share Posted August 19, 2019 Please see the 'Music and Sounds' section of the wiki "Getting started creating mods using GECK" article. I suspect (but don't know) those are "intro" and "outro" sounds attached to the "sound files" themselves (or possibly the "lip synch" files?) rather than the activator. -Dubious- Link to comment Share on other sites More sharing options...
Asterra Posted August 19, 2019 Author Share Posted August 19, 2019 I suspect (but don't know) those are "intro" and "outro" sounds attached to the "sound files" themselves (or possibly the "lip synch" files?) rather than the activator. Can't be. It's easy enough to scrutinize the audio files in an editor, and as for the lip files, even if I outright replace the existing ones with new ones, or lip files from other normal dialogue in the game, the in-between static blips remain. There are many question marks when it comes to how radios work in this game, and I tend to ignore the ones that seem completely inscrutible, but I can't ignore this one. Link to comment Share on other sites More sharing options...
dubiousintent Posted August 20, 2019 Share Posted August 20, 2019 EPDGaffney is a sound engineer with experience working on games. I know he is still around (working with the FNC mod team). Might try PM'ing him. (I don't like "volunteering" other people but know he is super helpful when possible.) -Dubious- Link to comment Share on other sites More sharing options...
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