Voice pack bugs
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Mr.P |
Posted on 09-14-2012 06:00 PM
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Posts: 623
Joined: 11/02/2009 08:11 AM
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Hi,
do you know (or maybe did you hear) anything about voice pack bugs due to the file size of the voice pack or the number of sounds used in a voice pack ?
...when I speak about "bugs", I mean sounds not played (only text displayed in the chat box) and sounds not included in the sound menu during game ("V" key)...
greetings,
Pietro |
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-=CoN=-WebAdmin |
Posted on 09-14-2012 06:18 PM
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Posts: 2888
Joined: 11/21/2008 04:16 PM
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If the sound is not playing it could be a format issue. I have always done a wav file with 11.025khz 8 bit |
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Mr.P |
Posted on 09-15-2012 01:05 AM
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Posts: 623
Joined: 11/02/2009 08:11 AM
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-=CoN=-Strych9 wrote:
If the sound is not playing it could be a format issue. I have always done a wav file with 11.025khz 8 bit
Yes, I thought about the same problem but all sounds are recorderd as 11khz/8bit/mono/"one shot".
The max number of sounds that can be included in a voice pack is 112, is this correct ? |
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-=CoN=-Beast |
Posted on 09-15-2012 03:43 AM
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Posts: 561
Joined: 10/11/2010 10:40 AM
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I know UT says you can use 112 voice files but I only use between 90 and 95 . also i found that bigger kbps file don't seem to work so well.
"Gotta be somebody needs some killin."
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Mr.P |
Posted on 09-15-2012 05:59 AM
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Posts: 623
Joined: 11/02/2009 08:11 AM
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-=CoN=-Beast wrote:
I know UT says you can use 112 voice files but I only use between 90 and 95 . also i found that bigger kbps file don't seem to work so well.
This sounds familiar...I built more than 20 voice packs and I noticed bugs only in the "bigger" ones, those with more than 100 sounds.
I've just built a voice pack with 110 sounds and it doesn't work well. The same vp works perfect if I remove some sounds from the "Default Properties" panel and get a final vp with 102 sounds.
I don't know why this happens. Maybe the compiling process (or the compiler itself) doesn't like much .uax packages with many sounds...
Thanks for your comments.
greetings,
Pietro |
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-=CoN=-WebAdmin |
Posted on 09-15-2012 12:38 PM
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Posts: 2888
Joined: 11/21/2008 04:16 PM
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Some sections of the voice pack are reserved for specific game types such as ctf and will not work in dm. Looks like a bug when they don't play but it is not.
Looking at some notes I have from the past, looks like the orders section you can only use spots 1 - 5 or 0 - 4 if you are dealing with a zero indexed array. Above 5 is reserved for other game types.
you can see the check made here in theGetOrderString function in the BotPack.ChallengeVoicePack class
Code
// for Voice message popup menu - since order names may be replaced for some game types
static function string GetOrderString(int i, string GameType )
{
if ( i > 9 )
return ""; //high index order strings are alternates to the base orders
if (i == 2)
{
if (GameType == "Capture the Flag")
{
if ( Default.OrderAbbrev[10] != "" )
return Default.OrderAbbrev[10];
else
return Default.OrderString[10];
} else if (GameType == "Domination") {
if ( Default.OrderAbbrev[11] != "" )
return Default.OrderAbbrev[11];
else
return Default.OrderString[11];
}
}
if ( Default.OrderAbbrev[i] != "" )
return Default.OrderAbbrev[i];
return Default.OrderString[i];
}
The code looks like you can go to 9 but I have in my notes 5. So I am thinking there is some other code I did not write down at the time.
Edited by -=CoN=-WebAdmin on 09-15-2012 12:58 PM
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Mr.P |
Posted on 09-15-2012 05:04 PM
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Forum Rank
Posts: 623
Joined: 11/02/2009 08:11 AM
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-=CoN=-Strych9 wrote:
Some sections of the voice pack are reserved for specific game types such as ctf and will not work in dm. Looks like a bug when they don't play but it is not.
Looking at some notes I have from the past, looks like the orders section you can only use spots 1 - 5 or 0 - 4 if you are dealing with a zero indexed array. Above 5 is reserved for other game types.
you can see the check made here in theGetOrderString function in the BotPack.ChallengeVoicePack class
The code looks like you can go to 9 but I have in my notes 5. So I am thinking there is some other code I did not write down at the time.
Very interesting, thanks for the code.
I forgot to search for clues in the base uscript class , now things are becoming more clear. I still have a problem (a sound in OtherSound group is not played) but maybe I could find an answer by looking at the code.
Anyway, I can confirm that I was able to use 9 sound slots in OrderSound group (from 0 to 8) in a DM game.
Thanks again Strych9.
greetings,
Pietro |
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-=CoN=-Beast |
Posted on 09-15-2012 05:46 PM
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Posts: 561
Joined: 10/11/2010 10:40 AM
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You are right about the other sounds issue . every pack I have made there is always one in other sounds that doesn't work ,but I have never taken the time to figure out which slot it is.
"Gotta be somebody needs some killin."
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Mr.P |
Posted on 09-16-2012 01:57 AM
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Posts: 623
Joined: 11/02/2009 08:11 AM
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-=CoN=-Beast wrote:
You are right about the other sounds issue . every pack I have made there is always one in other sounds that doesn't work ,but I have never taken the time to figure out which slot it is.
I had this problem 2-3 times in the past.
Now I don't remember which was the sound for other voice packs but this time the "malfunctioning" sound is OtherSound [9] (zero indexed array, [0]-[31]): the text message associated with the sound is displayed in the sound menu and also in the chat box but the sound is not played, it's muted.
Edited by Mr.P on 09-16-2012 02:05 AM
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-=CoN=-WebAdmin |
Posted on 09-16-2012 12:46 PM
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Posts: 2888
Joined: 11/21/2008 04:16 PM
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Mr.P wrote:
Anyway, I can confirm that I was able to use 9 sound slots in OrderSound group (from 0 to 8) in a DM game.
Thanks again Strych9.
greetings,
Pietro
Thanks for the update. I will edit my notes. |
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