Wav or ogg files for voice acting and how to set up ogg's?

Post » Tue May 17, 2011 2:50 am

OK, so I've been through Crow's video tutorial for custom voiced dialog, and I'm ready to start the process for my mod. I currently have all my files recorded so far at 44.1 k and stereo wav format as he instructs.

But, I also believe I've read that ogg files are better than stereo wavs presumably because of the smaller file size? (Crow actually says this in the video too, but doesn't elaborate.)
My question though is the process different for using ogg files than wavs? The tutorial only uses wavs in its video. If it only generates temp.wavs what's the process for using ogg files?

Also is there any special formatting, sample rates or anything I need to know about converting my wavs to ogg? (I'm using Wave Pad Sound Editor Master Edition.)
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Sudah mati ini Keparat
 
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Post » Tue May 17, 2011 9:24 am

WAVs are of (slightly) higher quality, though this isn't enough to compensate for their much larger size.

Ogg files are decoded and played by the Game. Wav files by DirectX. If you have a good sound card, DirectX will let your sound card store and play the WAV by itself, you have only minimal CPU-load and memory requirements. Problem is, only a couple of audio freaks still have dedicated sound hardware, the rest uses onboard sound, where the WAV's size *will* have a negative impact on system performance, probably more than the ogg-decoding.

So yes, use OGG, unlessl you're a sound freak and make a mod for yourself and like-minded people.

While working in the Geck you simply use WAV files, when you're done just convert them to ogg, the game will use the oggs automatically when it doesn't find a wav of the same name.
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Becky Palmer
 
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Post » Tue May 17, 2011 8:53 am

WAVs are of (slightly) higher quality, though this isn't enough to compensate for their much larger size.

Ogg files are decoded and played by the Game. Wav files by DirectX. If you have a good sound card, DirectX will let your sound card store and play the WAV by itself, you have only minimal CPU-load and memory requirements. Problem is, only a couple of audio freaks still have dedicated sound hardware, the rest uses onboard sound, where the WAV's size *will* have a negative impact on system performance, probably more than the ogg-decoding.

So yes, use OGG, unlessl you're a sound freak and make a mod for yourself and like-minded people.

While working in the Geck you simply use WAV files, when you're done just convert them to ogg, the game will use the oggs automatically when it doesn't find a wav of the same name.


Wow, that is simple enough! Thank's once again JOG!
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Honey Suckle
 
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Post » Tue May 17, 2011 1:18 pm

The sound editing program I use can write both ogg and wav (and mp3 for that matter). I never bother with wav files for *dialog*, I simply save as ogg in the first place, and they work fine both in geck and in game. However, for *sounds* like squeaks or beeps, it seems geck only allows you to use wav. This is annoying since the game distributes the sound files as ogg. You can't even take the existing files and re-add them. I have not found any workaround for that, so in my current mod I have a few wav files for these sounds.

Is there a way to create a sound and associate a new ogg?

For general voice acting, you may wish to see http://www.thenexusforums.com/index.php?/topic/292909-managing-voice-files where I have learned and http://www.thenexusforums.com/index.php?/topic/303527-best-time-to-ask-for-voice-actors where I have given some feedback, based on my recent experience.
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Nick Jase Mason
 
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Post » Tue May 17, 2011 9:36 am

Audacity is a good free sound program that lets you save files as .ogg. .ogg are about 10% of the size but about 90% of the quality. A HUGE gain for voice files.
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Star Dunkels Macmillan
 
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Post » Tue May 17, 2011 9:47 am

Thanks guys, I really appreciate the feedback. One other question I forgot to ask, is that Crow says to pick a unique voice type for your NPC and suggested Elder Lyons, who obviously is not in FNV. If I use MaleUniquePresident and MaleUniqueDocMitchell for my 2 male NPC's will I be OK. If not what should I set that as? Crow said you could really screw up with this so I want to be sure I do it correctly.
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Jamie Moysey
 
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Post » Tue May 17, 2011 12:48 am

It is easy enough to declare your own voice type, or if you have a small number of lines, just use the existing one VoiceDoNotRecordM. The main problem is if you use a voice type which already has a bunch of lines in the base game and then export dialog by voice type. You will get all the existing base game lines mixed into your file, when what you wanted was to have a file containing only your new lines. Using either your own voice type or VoiceDoNotRecordM will avoid this problem. Since each voice type corresponds to a new directory, I found it handy to define 3-4 new voice types just to help in directory management.
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Dina Boudreau
 
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Post » Tue May 17, 2011 11:20 am

It is easy enough to declare your own voice type, or if you have a small number of lines, just use the existing one VoiceDoNotRecordM. The main problem is if you use a voice type which already has a bunch of lines in the base game and then export dialog by voice type. You will get all the existing base game lines mixed into your file, when what you wanted was to have a file containing only your new lines. Using either your own voice type or VoiceDoNotRecordM will avoid this problem. Since each voice type corresponds to a new directory, I found it handy to define 3-4 new voice types just to help in directory management.


Excellent tip! Created me a new voice type and slowly getting the hang of it. Fairly repetitious and I should get faster as I go. I better, I've got a crap load of dialog to configure, lol. (Plenty more to record too.) It's damn wierd hearing my voice coming out of Steve's mouth.

Thanks again everyone!
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Yvonne Gruening
 
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Post » Tue May 17, 2011 11:40 am

Keep in mind that if you want to lip sync you'll need .wav files.
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Cool Man Sam
 
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Post » Tue May 17, 2011 1:48 pm

Keep in mind that if you want to lip sync you'll need .wav files.


I generated the lip files with wavs and converted them to ogg. I got 30 or so lines done and its working great, lip files and all.
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k a t e
 
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Post » Tue May 17, 2011 4:42 am

I generated the lip files with wavs and converted them to ogg. I got 30 or so lines done and its working great, lip files and all.

30 files? Oh boy. Wait until you have a bigger project and/or get futher on this one. My last mod (The Collector) had about 200-300 lines to fully edit and generate lip files for. It took me about 6 hours to do. >.>
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ruCkii
 
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Post » Tue May 17, 2011 1:01 pm

I have a companion mod with like 220-230 lines at the moment and I'm discovering how much of a joy lip files truly are. :D
Honestly, is there like a critical error in GECK or something? I cant believe they haven't fixed that.

By the way, your tutorial was a HUGE help for making .lip files, it's made the process as quick and painless as it's going to get. Thank you! :)
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Kelvin
 
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Post » Sat May 28, 2011 3:54 pm

30 files? Oh boy. Wait until you have a bigger project and/or get futher on this one. My last mod (The Collector) had about 200-300 lines to fully edit and generate lip files for. It took me about 6 hours to do. >.>


Well, that's all I got to last night. But believe me, I have a ton more to do, lol. And I agree with The Tuniunator, your tutorial and sample esp for the CS has been invaluable so far. I'm getting a lot faster as I go, but the directory fills up quickly and makes it hard to find the files to rename, lol. I'll be doing lots more recording this weekend!

Thanks again!
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Dawn Farrell
 
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Post » Sat May 28, 2011 5:08 pm

Honestly, is there like a critical error in GECK or something? I cant believe they haven't fixed that.


I gather that it has to do with licensing the lip generation piece. They had to rip it out before distributing the Geck.
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Hella Beast
 
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Post » Sat May 28, 2011 6:10 pm

Hmm, makes sense; well, all I can say is they damn well better fix that in the Skyrim CS if they can.
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Alex Blacke
 
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