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Station name audio

The general place to discuss MOD''ing Freelancer!

Post Sun Aug 06, 2006 3:01 am

Station name audio

It's like this: When you dock a station or a planet or anything, it says (for example) "This is Baleship Missouri. Your request to dock is granted.". But if I dock with a self-made station (let's say Battleship Whatever), it says "This is [silence. Your request to dock is granted."

So how can i make game tell my station's name?

Post Sun Aug 06, 2006 4:15 am

For a self made base/station, you have to either use a pre-existing name and voice file, or record your own file for it.

Post Sun Aug 06, 2006 5:43 am

But NPCs (that fly around) are saying station and system names. Couldn't be that i have to record a sound for each NPC

Post Sun Aug 06, 2006 7:43 am

The bit that controls it is in mbase:
[MBase
nickname = Li01_01_Base
local_faction = li_p_grp
diff = 1
msg_id_prefix = gcs_refer_base_Li01_01_Base
The bold bit is the par that lets the base and npc's know what to say. There are some that are generic, like the Asteroid/Water/Hfuel miners.

Post Mon Aug 07, 2006 9:37 am

but how do i add the sound?

Post Mon Aug 07, 2006 9:49 am

but for Li01_01_base (manhattan) game knows that li01_01_baseis planet manhattan and knows how to pronounce "manhattan". But it doesn't know how to pronounce LV01_01_base (my base) because i havent taught the game how to pronounce my base name. Or does the game calculate the voice from base name?

Actually i wonder why hasn't anyone asked this question because it's so annoying... Or nobody has experienced this problem... Or everyone knows how to do it...

Post Mon Aug 07, 2006 10:27 am

I remember hearing about a mod that went to the trouble of adding extra audio. It isn't about teaching the game how to pronounce your base. Li01_01_base is a nickname that is read from one of the audio files like:
atc_leg_f01.utf
atc_leg_m01.utf
mc_leg_m01.utf
Inside is a list of different audio files (wavs) that are called into place. Its hash code thing is listed inside and which can be extracted and played. Its something that has bothered me about my mod, but its such an unfriendly and clearly complicated process, that very few people have tried.

Post Mon Aug 07, 2006 11:28 am

My msg_id_prefix = gcs_refer_base_LV01_01_Base but I still have the problem

Post Mon Aug 07, 2006 11:59 am

Yep, and now you need to record the sound, sort it into the correct wave format and then import it into the appropriate files so that reference will go to the right recording...

And how to do that? Well some have managed it, but is quite a bit of work.

Freeworlds Mod Developer
Author of Modular Station

'There is no Good nor Evil in the universe, just perceptions and circumstances.'

Post Mon Aug 07, 2006 12:32 pm

What's the format and where do i put the sound?

Post Mon Aug 07, 2006 12:47 pm

I am not sure myself what the format is, sounds isn't my strongest point, but you will find them hidden in .utf files in DATA\AUDIO\. You will need a UTF Editor (which can be downloaded from Lancers Reactor) to open the .utf file up and you should then be able to extract previous sounds by exporting them as .wav. If you analysis those files, you should be able to work out how to add new sounds and what wav format is needed.

Freeworlds Mod Developer
Author of Modular Station

'There is no Good nor Evil in the universe, just perceptions and circumstances.'

Post Mon Aug 07, 2006 3:01 pm

Most audio in FL is in wav format 22,000Hz with Layer 3mpeg encoding. You can use the sndrec32 from windows to change the quality to the format that you need.

Post Mon Aug 07, 2006 3:34 pm

Data/audio/music for adding music files, and Wave files will work. There is a Star Wars music mod that swaps all the music over to Staer Wars music and works real good.

The Mod Hostile Univers added bases and his own voices for the new stations. They were fair due in my opinion, the voice beibg used.

File name: SWMM version 1.0
File size : 10MB
Category: Sounds
Date: 11/20/2003 4:57:11 PM
Creator: Esquilax
Description: SWMM version 1.0 by Esquilax



Edited by - Finalday on 8/7/2006 4:35:03 PM

Post Mon Aug 07, 2006 10:49 pm

If you want to change the voices then you've got alot of work ahead mate

In the DATA\Audio folder there is a series of UTF files containing the generic space pilot radio chatter. The all begin with "pilot_something".

I suggest using the XML project to extract them all out.
From there you need to create new entries into the "voices" ini files and create new trees in the UTF files with matching names (this can be done in the XML file created).

Careful though....after extracting the files there's thousands of files in them....
But for just single stations it should be alright.

FL usually supports any WAV container file (can be uncompressed PCM or compressed as mp3). I'd say that they're 32kbps, 22khz, mono Mpeg-Layer3.

I was going to create all new voices for Freeworlds but considering the number required I decided not to.

Post Tue Aug 08, 2006 12:34 am

if we had a program utilizing MS speech synth that could take a long list of phrases, synthesize/record them and name them appropriately in the xml-project-extracted-wav-crc-tagged convention and construct a xml list of files/UTF-names that could be plugged into the XML project it would be relatively quick and simple, and of course it should generate a new INI {Voice} profile



P.S. if Colin Sandby happens to be reading this, why not release the latest UTF editor? its flawless in my experience, and some of the new features are real time savers (although there's no drag'n-drop tree manipulation)

Edited by - Cold_Void on 8/8/2006 1:35:14 AM

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