Jump to content
Sign in to follow this  
Jamoose

Using lip syncing without sound problem

Recommended Posts

I just thought I'd ask this as I already know the solution, but I want to see if I can save alot of time by finding another one. I currently have several blank ogg files named "1s" "2s" "3s" etc. The names meaning how many seconds they're meant to last for.

I got some ogg files from the ofp cwc campaign folder and wav2lipped them, so I had several lip files, each with a different length.

So basically I want my characters to move their mouths, but not make any sound, so I use subtitles.

But here's the problem. I've put these "sounds" into my mission and what I want to do is simply pick one, for example gunner say "4s" and then follow it with:

titleText ["[Gunner] Hey, Kilgore, we're not far from the port now. It's in sight.","Plain Down"]

The problem is, when I do this, the titleText disappears in a split second of appearing but he still "talks". I then found out I in the Description.ext that I had to add the titles to the sound itself. So, yes, the solution would be to make seperate sounds and give them titles, but I want to simply use titletext to save me time having to make loads of sounds for each bit of speech.

Is there a way I can make subtitles using titleText over lip movements, rather than assigning subtitles in the Description.ext?

Thanks, Jamoose

Share this post


Link to post
Share on other sites

Do you have a wait after the talking? If not, add ~5 the line after the title text which will cause the text to stay for 5 seconds before the next action is performed.

Share this post


Link to post
Share on other sites

Could you possibly paste your description.ext file so I could have a look at it? smile_o.gif

Share this post


Link to post
Share on other sites

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgSounds

{

// List of sounds (.ogg files without the .ogg extension)

sounds[] = {0s, 1s, 2s, 3s, 4s, 5s, 6s, 7s, 8s, 9s, 10s, 12s, 13s, 14s, 21s};

// Class definition needed for each sound

class 0s

{

// Name to display in mission editor

name = "0s";

// Sound path, volume, pitch

sound[] = {\sound\0s.ogg, db + 0, 1.0};

// Sound title text (set to no text)

titles[] = {0, ""};

};

class 1s

{

// Name to display in mission editor

name = "1s";

// Sound path, volume, pitch

sound[] = {\sound\1s.ogg, db + 0, 1.0};

// Sound title text (set to no text)

titles[] = {0, ""};

};

class 2s

{

// Name to display in mission editor

name = "2s";

// Sound path, volume, pitch

sound[] = {\sound\2s.ogg, db + 0, 1.0};

// Sound title text (set to no text)

titles[] = {0, ""};

};

class 3s

{

// Name to display in mission editor

name = "3s";

// Sound path, volume, pitch

sound[] = {\sound\3s.ogg, db + 0, 1.0};

// Sound title text (set to no text)

titles[] = {0, ""};

};

class 4s

{

// Name to display in mission editor

name = "4s";

// Sound path, volume, pitch

sound[] = {\sound\4s.ogg, db + 0, 1.0};

// Sound title text (set to no text)

titles[] = {};

};

class 5s

{

// Name to display in mission editor

name = "5s";

// Sound path, volume, pitch

sound[] = {\sound\5s.ogg, db + 0, 1.0};

// Sound title text (set to no text)

titles[] = {0, ""};

};

class 6s

{

// Name to display in mission editor

name = "6s";

// Sound path, volume, pitch

sound[] = {\sound\6s.ogg, db + 0, 1.0};

// Sound title text (set to no text)

titles[] = {0, ""};

};

class 7s

{

// Name to display in mission editor

name = "7s";

// Sound path, volume, pitch

sound[] = {\sound\7s.ogg, db + 0, 1.0};

// Sound title text (set to no text)

titles[] = {0, ""};

};

class 8s

{

// Name to display in mission editor

name = "8s";

// Sound path, volume, pitch

sound[] = {\sound\8s.ogg, db + 0, 1.0};

// Sound title text (set to no text)

titles[] = {0, ""};

};

class 9s

{

// Name to display in mission editor

name = "9s";

// Sound path, volume, pitch

sound[] = {\sound\9s.ogg, db + 0, 1.0};

// Sound title text (set to no text)

titles[] = {0, ""};

};

class 10s

{

// Name to display in mission editor

name = "10s";

// Sound path, volume, pitch

sound[] = {\sound\10s.ogg, db + 0, 1.0};

// Sound title text (set to no text)

titles[] = {0, ""};

};

class 12s

{

// Name to display in mission editor

name = "12s";

// Sound path, volume, pitch

sound[] = {\sound\12s.ogg, db + 0, 1.0};

// Sound title text (set to no text)

titles[] = {0, ""};

};

class 13s

{

// Name to display in mission editor

name = "13s";

// Sound path, volume, pitch

sound[] = {\sound\13s.ogg, db + 0, 1.0};

// Sound title text (set to no text)

titles[] = {0, ""};

};

class 14s

{

// Name to display in mission editor

name = "14s";

// Sound path, volume, pitch

sound[] = {\sound\14s.ogg, db + 0, 1.0};

// Sound title text (set to no text)

titles[] = {0, ""};

};

class 21s

{

// Name to display in mission editor

name = "21s";

// Sound path, volume, pitch

sound[] = {\sound\21s.ogg, db + 0, 1.0};

// Sound title text (set to no text)

titles[] = {0, ""};

};

};

As you can see, OFP wants to use those titles set to [0, ""]. Is there a way I can make OFP ignore them so I can use titleText? I've tried switching them to titles[] = {}, but it hasn't helped.

Share this post


Link to post
Share on other sites

Ahah, I've just discovered what a stringtable.csv was and it will make my voices a whole lot easier.

I had a search into the Guerilla Attack 1 campaign by SeAnVeR which uses the same technique. This helped a lot.

I can save time just by copying and pasting each sound in the description.ext, changing the subtitle and name, but keeping the sound file the same, for example:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class STRM_i6

{

// Name to display in mission editor

name = "STRM_i6";

// Sound path, volume, pitch

sound[] = {\sound\4s.ogg, db + 0, 1.0};

// Sound title text (set to no text)

titles[] = {0, "$STRM_i6"};

};

As you can see, I've changed the name and title to the text in the StringTable file, but I've kept the sound file as "4s". So I won't need to keep making blank sound files.

Just thought I'd explain it just incase any one else wants to this technique. If you don't want to voice act and you don't have a good Text-to-speech program. Try this technique.

Thanks anyway guys. smile_o.gif

Share this post


Link to post
Share on other sites

Glad you figured it out without much help, makes picking things up a lot easier sometimes thumbs-up.gif

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×