graffik Posted December 27, 2008 Share Posted December 27, 2008 I find no option whatsoever to import my own sounds in geck in short of possibly recording my own voice ONLY (and even doubt this will work) is there a specific audio type the geck demands for playback (any imported file in the "sound" subsection has no sound) if so does a folder need to be added in a specific location? The audio having to be a specific file format/ audio frequency? They give no help on importing audio on the geck site Anyways basic tutorial on importing sound in G.E.C.K. would be greatly appreciated either for voice actors, or simply to put noises for landscapes neither option is currently available for me Link to comment Share on other sites More sharing options...
imready86k Posted December 29, 2008 Share Posted December 29, 2008 im on the same page with you! likely were all learning the geck and maqyb it just needs a patch, Link to comment Share on other sites More sharing options...
erbkaiser Posted December 29, 2008 Share Posted December 29, 2008 In the case of dialogue, in the field where you edit the text you will see a filename displayed for the sound. This is where the GECK (and the game) expects the sound to be.You can either record it there, or place an existing .wav, .mp3, or .ogg file -- with the exact path and filename up to the extension -- in your data folder. I have used this method in my Dialogue Tweaks mod, I extracted existing soundfiles from Fallout 3's BSAs and renamed them to what the GECK expected for my mod. Once placed in data, double-clicking the soundfile in GECK played the sound and I could also hear it in-game. For non-dialogue sound, it works more or less the same way. Write down what path and filename the GECK expects, then place the .wav, .mp3, or .ogg in the proper location. Link to comment Share on other sites More sharing options...
graffik Posted January 1, 2009 Author Share Posted January 1, 2009 in response to this: In the case of dialogue, in the field where you edit the text you will see a filename displayed for the sound. This is where the GECK (and the game) expects the sound to be.You can either record it there, or place an existing .wav, .mp3, or .ogg file -- with the exact path and filename up to the extension -- in your data folder. I have used this method in my Dialogue Tweaks mod, I extracted existing soundfiles from Fallout 3's BSAs and renamed them to what the GECK expected for my mod. Once placed in data, double-clicking the soundfile in GECK played the sound and I could also hear it in-game. For non-dialogue sound, it works more or less the same way. Write down what path and filename the GECK expects, then place the .wav, .mp3, or .ogg in the proper location. Sorry for not responding sooner this is NOT a possible scenario. There is no path where the audio clips show.There is no matching folder in fallout folders whatsoeverThere is no matching sub folder on any of my hard drives There is no matching sub-folder under Documents and settings Even if you goto "TESSOUND" (only option other than record and configure)this also goes to a folder THAT DOES NOT EXIST. If I import any ANY audio to this folder whatsoever be in mp3, wav, or a mods audio there is NO SOUND only the games sounds will work AGAIN this clearly demands audio to be in a very specific sub-folder of which the GECK does NOT TELL YOU and at current I have absolutly no way to determine how to import sound or where that sound is supposed to be. Link to comment Share on other sites More sharing options...
Irontaxi Posted January 1, 2009 Share Posted January 1, 2009 create the folder yourself...in your fallout3\data folder.... recreate that path (from the geck) and place your sound files in there and you will be able to access them in the editor.. These folders do exist.. BUT they are currently compressed in the primary game archive.. .esm if you were to completely decompress the .esm in the data folder you would have all the directories and the files.. magic I know...but this is how most game work.. so what you want to do is recreate that directory...drop your working file in that new directory...and bingo bango...gobs your mother.. :) Link to comment Share on other sites More sharing options...
graffik Posted January 2, 2009 Author Share Posted January 2, 2009 create the folder yourself...in your fallout3\data folder.... recreate that path (from the geck) and place your sound files in there and you will be able to access them in the editor.. These folders do exist.. BUT they are currently compressed in the primary game archive.. .esm if you were to completely decompress the .esm in the data folder you would have all the directories and the files.. magic I know...but this is how most game work.. so what you want to do is recreate that directory...drop your working file in that new directory...and bingo bango...gobs your mother.. :)WHAT FOLDER???? the only one it goes to is SOUND The sub folders such as fx/blahblah/ etc shown would take a long time to create BUTit does not show path names that would be completely irrelevant to do it just gives audio refernce IDSfolders are such as fx\amb\dustdevil\ but each audio clip demanded requires a sub folderand even then there is no reference audio filename It does seem betshoft made it near impossible to do this Link to comment Share on other sites More sharing options...
ar13 Posted January 3, 2009 Share Posted January 3, 2009 Ok, this works for me: I want Mika to have some movie impersonations, so I load up her quest, and open the topic I have created for it. In the Edit Response dialog, the expected Voice Filename is FollowersM_FollowersMikaMo_00017E01_1. In the path section below, after I expand it enough, I see that it expects Data\Sound\Voice\mika.esp\FemaleAdult01Default\FollowersM_FollowersMikaMo_00017E01_1.mp3 as the file. So I went into fallout 3\data, and create the Sound directory, then enter that, create Voice, enter that, create mika.esp directory, then in there create a FemaleAdult01Default directory. Now I take my audio file, which I have already saved as 44.1khz mono, and drop it on LameDropXPd, which is my encoder of choice. The encoder must apparently be set to output 44.1khz, 64 kbps, mono, constant bit rate. Move the resulting file into place and rename it as expected, and she actually says it ingame. Link to comment Share on other sites More sharing options...
Irontaxi Posted January 3, 2009 Share Posted January 3, 2009 The sub folders such as fx/blahblah/ etc shown would take a long time to create BUTit does not show path names that would be completely irrelevant to do you simply have to create the directories yourself...by comparison to existing sound files. (you must be joking? takes a long time???? 2-3min max?) and a good/easy way to do it is use the Fo3 mod manager and look in the fallout sounds.bsa or the falloutvoices.bsa and find an audio file similar to the one you want to use... copy its subdirectories...yes by hand... and place your file in that directory (which you created by hand) easy breezy... Link to comment Share on other sites More sharing options...
graffik Posted January 5, 2009 Author Share Posted January 5, 2009 It's the point I gave up doing this. thanks anyways guys by what I can see it's either completely pointless to go through all that hassle or it is impossible to simply add any sound whatsoever in this game folders do NOT show up in the dialog treespathnames do not show up in the dialog trees even if they do simply adding filenames in the folders it suggests DO NOTHINGyou cannot load them, nor can you match existing filenames to do so you absolutly musyt know the path you arelooking for via outside sources apparently. its pointless I even went to point of recording my own voice and NOTHING they need to make this easier. I give up on it. I'll leave others to add sounds thanks anyways too much greif Link to comment Share on other sites More sharing options...
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