AJ.eightFive Posted December 1, 2011 Posted December 1, 2011 I'm working on modifying the sound/speech files to remove player speech (subtitles and audio) for those that use VAC. Along the way I've come across a few bugs that I'm going to list here (along with my fixes if applicable) in hopes that they can be addressed in a more elegant manner in the next patch.
AJ.eightFive Posted December 1, 2011 Author Posted December 1, 2011 Bug: After selecting AWACS Vector to Tanker and Vector to Home Plate the AI AWACS generates subtitles but no audio. Cause: BullseyeCoords defined on lines 789-798 of common.lua generates at random, the phrase "at bulls" or "at bullseye" which the speech/phrase module won't process for an unknown reason but likely a consequence of there being seperate at.wav, bull.wav and bullseye.wav files. Old: BullseyeCoords = { make = function(self, point, coalition, country) local bullsEye = base.Coalition.getMainRefPoint(coalition) local bullsEyeDir = { x = point.x - bullsEye.x, y = point.y - bullsEye.y, z = point.z - bullsEye.z } return self.sub.atBulls:make() + ' ' + self.sub.Direction:make(bullsEyeDir, country) end, sub = { atBulls = PhraseRandom:new({{_('at bulls'), 'at bulls'}, {_('at bullseye'), 'at bullseye'}}), Direction = Direction } } Fix: Instead of returning self.sub.atBulls:make() to generate "at bulls" or "at bullseye" messages at random, create a new sub "At" to produce the new phrase 'at' and a second sub "Bulls" to produce the random phrase 'bulls' or 'bullseye' as below: New: BullseyeCoords = { make = function(self, point, coalition, country) local bullsEye = base.Coalition.getMainRefPoint(coalition) local bullsEyeDir = { x = point.x - bullsEye.x, y = point.y - bullsEye.y, z = point.z - bullsEye.z } return self.sub.At:make() + ' ' + self.sub.Bulls:make() + ' ' + self.sub.Direction:make(bullsEyeDir, country) end, sub = { At = Phrase:new({_('at'), 'at'}), Bulls = PhraseRandom:new({{_('bulls'), 'bulls'}, {_('bullseye'), 'bullseye'}}), Direction = Direction } } Another solution might be to create an "at bulls.wav" and "at bullseye.wav".
AJ.eightFive Posted December 1, 2011 Author Posted December 1, 2011 (edited) Bug: After selecting Tanker Intent to Refuelt AI Tanker generates subtitles but no audio. Cause: \\Sounds\Speech\Sound\ENG\Common\Tanker\Numbers\7000-end.wav missing or speech generator not concatenating \\Sounds\Speech\Sound\ENG\Common\Tanker\Digits\7-continue.wav and \\Sounds\Speech\Sound\ENG\Common\Tanker\Numbers\1000-end.wav as desired. Fix: Quick and dirty fix (because I've been unable to solve it in a more desireable way) is to copy the .wav files from \\Sounds\Speech\Sound\ENG\Common\AWACS\Numbers\ to the \\Sounds\Speech\Sound\ENG\Common\Tanker\Numbers\ folder. The speech will sound a little disjointed because the voices are different, but it beats having to look at the subtitles (I intend to disable them once I get everything sorted out). Hopefully the next patch includes the missing sound assets (most desirable) or the scripts are rewritten to concatenate from the digits (least desireable because nobody calls out their altitude as seven zero zero zero, seventy-five hundred or seven-thousand five-hundred is the norm). If you don't care about this and you'd rather the digits be read out you can simply change lines 801-809 of common.lua: Old: Altitude = { make = function(self, alt, country, accuracy) base.assert(alt > 0.0) local altitudeUnit = countryUnits[country].altitude return self.sub.At:make() + ' ' + self.sub.Number:make(u.adv_round(alt * altitudeUnit.coeff, accuracy or 1.0)) end, sub = { At = Phrase:new({_('at'), 'at'}), Number = Number } } New: Altitude = { make = function(self, alt, country, accuracy) base.assert(alt > 0.0) local altitudeUnit = countryUnits[country].altitude return self.sub.At:make() + ' ' + self.sub.Digits:make(u.adv_round(alt * altitudeUnit.coeff, accuracy or 1.0)) end, sub = { At = Phrase:new({_('at'), 'at'}), Digits = Digits } } As a side note, making either of the above changes also allows you to increase the accuracy of the tanker's altitude reporting by editing line 147 of NATO.lua to read: self.sub.Altitude:make(message.parameters.altitude, message.sender:getUnit():getCountry(), #.#) Where #.# is the desired degree of accuracy, i.e. 100.0 will have the tanker report his altitude in thousands and hundreds of feet. The default is 1000.0. Edited December 1, 2011 by AJ.eightFive 1
VTJS17_Fire Posted December 10, 2011 Posted December 10, 2011 Tanker speech Bug Taxaco We flew a aerial refuelling mission and found some speech bugs. If we (client or host) contact the tanker, the text message "proceed to pre-contact at xx.xxx" pops up, but no speech message. All other sounds with the tanker were fine. Only the new "brakeaway, brakeaway" sound pops up a little bit to often. kind regards, Fire Hardware: Intel i5 4670K | Zalman NPS9900MAX | GeIL 16GB @1333MHz | Asrock Z97 Pro4 | Sapphire Radeon R9 380X Nitro | Samsung SSDs 840 series 120GB & 250 GB | Samsung HD204UI 2TB | be quiet! Pure Power 530W | Aerocool RS-9 Devil Red | Samsung SyncMaster SA350 24" + ASUS VE198S 19" | Saitek X52 | TrackIR 5 | Thrustmaster MFD Cougar | Speedlink Darksky LED | Razor Diamondback | Razor X-Mat Control | SoundBlaster Tactic 3D Rage ### Software: Windows 10 Pro 64Bit [sIGPIC][/sIGPIC]
AJ.eightFive Posted December 16, 2011 Author Posted December 16, 2011 We flew a aerial refuelling mission and found some speech bugs. If we (client or host) contact the tanker, the text message "proceed to pre-contact at xx.xxx" pops up, but no speech message. All other sounds with the tanker were fine. Only the new "brakeaway, brakeaway" sound pops up a little bit to often. kind regards, Fire Looks like this one has been fixed in 1.1.1.1 with the addition of the requied speech audio assets.
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