Can't Get "say" To Work

Post » Thu Dec 01, 2011 11:54 am

I have an talking activator that I want to play a sound when triggered, rather like the 'vault tour' in the Museum of Technology.

I have set up a conversation topic with an associated sound file, and displays indicate my trigger script is getting the to 'say' command; however, nothing is said. Apart from using a sound file rather than a voice file, I can't see that there's much difference between what I'm doing and what happens in that vault tour.

Anyone have any clues as to what might stop "say" from working?
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Ymani Hood
 
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Post » Thu Dec 01, 2011 6:46 pm

Will the sound play with 'playsound'? It may be the wrong format settings on the sound file for the say command. There are probably also settings in the GECK that must be set for it to work, not sure since I don't use the Say command.
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Melanie Steinberg
 
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Post » Thu Dec 01, 2011 12:58 pm

Will the sound play with 'playsound'? It may be the wrong format settings on the sound file for the say command. There are probably also settings in the GECK that must be set for it to work, not sure since I don't use the Say command.


Well, I do know that the sound plays perfectly well as an Acoustic Space (which is how I was originally using it until I discovered you can't disable an acoustic space on the fly). How would the requirements for Say differ? Is there any documentation anywhere (silly question, I know!)?
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Ray
 
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Post » Thu Dec 01, 2011 8:25 am

Make it a sound object, then drag the sound object into the cell. You can easily enable or disable the sound object. This is exactly what I do with my Jukebox. All the songs are in the cell as a sound object. I then enable or disable the sound object ot play a song at any time, even quiting them before its done playing.
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Eileen Collinson
 
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Post » Thu Dec 01, 2011 2:15 pm

Make it a sound object, then drag the sound object into the cell. You can easily enable or disable the sound object. This is exactly what I do with my Jukebox. All the songs are in the cell as a sound object. I then enable or disable the sound object ot play a song at any time, even quiting them before its done playing.


Interesting! After finding that an acoustic space couldn't be disabled (well, it could but only after leaving and re-entering the cell) I assumed the same would apply to a sound object, so I got around my problem using a script and PlaySound3D, which seems to work well provided you set the sound (confusingly) to '2D Radius' - otherwise it has no directionality.
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Johnny
 
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Post » Thu Dec 01, 2011 7:49 pm

What I mean by sound object is, those little 'speaker' markers you get when you drag a sound object to the render window.

It does not require the PlaySound(3D) command.
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Vickey Martinez
 
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Post » Thu Dec 01, 2011 8:07 pm

What I mean by sound object is, those little 'speaker' markers you get when you drag a sound object to the render window.

It does not require the PlaySound(3D) command.


Yes, I know what you mean - I will give that a try when I get a chance. If, as you say, they can be switched on and off instantly then that would simplify my script slightly by removing a timer. Thanks!
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Marie Maillos
 
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