Question on incorperating speech into custom modules

Discussion in 'Modding and Scripting Support' started by monnie101@yahoo.com, Dec 9, 2001.

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  1. monnie101@yahoo.com

    monnie101@yahoo.com New Member

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    I'm contemplating on making a module. I have downloaded plenty information for reading, files, and whatnot. I assume I'll be doing alot of reading before I even actually begin.

    My question is with the scriptmaking, can I incorperate speech files into the module so that my NPCs can talk?
     
  2. Jarinor

    Jarinor New Member

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    What, do you mean .wav files and stuff like that i.e. having voiced characters?

    Sorry, but I have no idea how to do it. Again, check out TMS's forums.
     
  3. Dj_Unique

    Dj_Unique Member

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    I suppose it can be done. Since the original game speech resides in modules/arcanum.dat, I am very sure it can be done for custom modules as well.. basically this is how the engine looks for speech files:
    (the speech is in mp3 format, 64kbps mono 16-bit 44khz)

    soundspeech(script number)v(nodenum)_m.mp3 or v(nodenum)_f.mp3

    where (script number) is the ID of the dialog script (e.g. 01074, for Raven)
    and (nodenum) is a number for identifying the particular NPC line in the dialog file, in the intelligence check field, like this: (from 01074Raven.dlg)
    {101}{Certainly. How can I help you?}{Certainly. How can I help you?}{}{10}{}{}


    this will cause the engine look for soundspeech1074v10_m.mp3 or if the female line is different, then
    soundspeech1074v10_f.mp3

    I haven't tested this yet myself, but I certainly will :smile:

    Well.. I hope this helps at least a little bit, but as usual I may have explained this too cryptically..
    I'll explain further if something was unclear
     
  4. monnie101@yahoo.com

    monnie101@yahoo.com New Member

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    ThanX DJ Unique actually I understood it, as it was exactly what I was asking.
    Keep us posted here when you do try it. I going to look more into it.
     
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