Clean "Say" command?

Post » Thu Oct 15, 2009 6:23 pm

I need to make the script utter some of voice files, but I'd like to do it without subtitles - that is, general subtitles may or may not be turned on, but these particular files I want to be "uncommented". Now, the Say command doesn't work without a text argument nor with an empty text argument. All I can do is to make it like Say "path\voicefile.mp3" " " with the second argument being a single space, but it makes that single space to be shown as an empty subtitle bar, which looks messy. The only alternative I see is to recode all those files as .wavs, declare them as game sounds, and use PlaySound, but that's a messy way too. Is there any other possibility I overlooked?
User avatar
Jennifer Munroe
 
Posts: 3411
Joined: Sun Aug 26, 2007 12:57 am

Post » Fri Oct 16, 2009 1:30 am

Just an idea: create a couple of unique animals, and assign your sounds as their death sound ("Scream" or "Land"). Hide those animals somewhere behind the walls, and kill them by script. Whenever one of them dies, it'll play a specific sound for you.

Edit: This is probably a dumb idea, as it's in no way more elegant than PlaySound. It just came to my mind. :shrug:
User avatar
Danny Blight
 
Posts: 3400
Joined: Wed Jun 27, 2007 11:30 am

Post » Fri Oct 16, 2009 12:08 am

Can you not just add an invisible NPC and get them to say the files via forcegreeting or does that still create subtitles?
User avatar
patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am

Post » Thu Oct 15, 2009 7:59 pm

Use little red editor markers for activator models, script the activators to appear, "speak" (playsound3d) and then delete them?
User avatar
Robert Devlin
 
Posts: 3521
Joined: Mon Jul 23, 2007 2:19 pm

Post » Fri Oct 16, 2009 3:08 am

The files I want to use are stock Morrowind grunts and yells from "Voice/Hit" .mp3 folder - they sound what I want from them to, and this way I don't need additional files packed into the mod. Either assigning files to some invisible animals death scream or activator models requires them to be .wav's and declared as game sounds in the sound folder, which isn't any different from simple PlaySound in that regard - any way I'll need to make additional files and distribute them with the mod. Point is, whenever possible, I try to use existing resources instead of burdening the mod with paraphernalia - especially when it's used not even for an important feature of the mod but in a minor episode that the player actually may even miss... but if I *do* implement that episode, it better be done well, without some distracting junk.
User avatar
Cccurly
 
Posts: 3381
Joined: Mon Apr 09, 2007 8:18 pm

Post » Thu Oct 15, 2009 5:59 pm

Hello, I think you could define a new sound and use playsound "yournewsoundid", you can load .mp3 or .mid or any playable sound media file in the sound definition dialog entering a * metacharacter first, bypassing the default *.wav loading filter this way
User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am


Return to III - Morrowind