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Do you mean making the actual sound files yourself? You will probably have to search on google or something if you can find a good one but most likely you’re going to have to speak them yourself with a microphone… no other way im afraid.
However, if you want things like “Construct the Old City Wall”, because all those words are present in the game, you can edit the files to say this, switching around certain pieces of the .wav files.
I beleive there is a list of all words that are said in all standard VO’s so you can check that out, youll have to search for it though.
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This is a though one…
I will try to explain the general idea of adding voiceovers in your map, but the most info can be found in the STICKY THREADS at the top of the forum.
You will need the voiceovers to be in the .wav format, with some special properties, you can find them in the sticky threads.
Voiceovers are stored in the “sounds/vo/mapname” folder.
Inside this folder are usually two other folders, “axis” and “allies”, and one wav file, which is the newsreel that will play when you click the yellow “Play” button in the limbo menu (or use !news in etpub or similar mods)
Then, you will need a soundscript. Soundscripts are found in the “sounds/scripts” folder. They are “.sounds” files, with the filename the same as your mapname.
You can open them up with Notepad and see what’s inside:
For example, in the battery.sounds file:
battery_allies_ramp_construct
{
sound sound/vo/battery/allies/hq_rampcon.wav
voice
streaming
}
The first line, “battery_allies_ramp_construct” is kind of like the scriptname of the sound. You will use this name in your map script to determine when to play it.
Between the { } is mostly the same: path to the sound to use, voice, streaming.
Finally, you will need to tell the map when to play certain sounds. This is done in the mapscript (.script file).
There are 3 things you can do with the sounds:
- Add a sound to the waiting list
- Remove a sound from the waiting list
- Play the sound right now.
To explain them:
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Add a sound to waiting list:
This is used at the start of the map for example. A number of voiceovers that describe your objective are added to the waiting list and will play one after the other.
If a newly joined player joins the map like 2 minutes after these VO’s are announced, he will also hear them.
Sounds in the waiting list will play to players who join a team.
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Removing sound from waiting list:
But what happens if a player joins the map after an objecitve has been completed?
If the wall in oasis has already fallen, and you join a team, you don’t want to hear “Destroy the Old City Wall!” again.
That’s why you can remove sounds from the waiting list, so players don’t hear them anymore when they join.
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Play a sound now:
Sometimes a sound needs to be played right when something happens, for example when the old city wall has been destroyed. This is only played once, and will not play again for people joining later.
To use these 3 things in the script:
adding to waiting list you use:
wm_addteamvoiceannounce [team] "[sound scriptname]"
[team] is the team for which this vo will play, being 1 for allies and 0 for axis.
[sound scriptname] is the scriptname of the sound you added in the .sounds file.
For example:
wm_addteamvoiceannounce 1 "battery_allies_ramp_construct"
Removing from waiting list:
wm_removeteamvoiceannounce [team] "[sound scriptname]"
For example:
wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
Playing sound now:
wm_teamvoiceannounce [team] "[sound scriptname]"
For example:
wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"
Hope this clears things up a bit… be sure to read the stickies, they have all the info you need.