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Adds audio to Hood and Kirel Auditorium Podiums #83
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This review is only for Neighborhood02_District_krelCommonRm.prp
It looks like there was a new empty plSceneNode key added to krelCommonRm named Neighborhood02_District_krelCommonRm
- the following keys seem to reference it:
- SfxImagerSpeechesEmit01
- SfxImagerSpeechesEmit02
- SfxImagerSpeechesEmit03
- SfxImagerSpeechesEmit04
- [plWinAudible] cSfxWatson_2
- [plWinAudible] cSfxWatson_3
Also be sure to check the GenericPhysicals' scene node reference because my difftool won't display those.
NULL soft volumes:
- cSfxSoReg-(Classroom|PrivateRoom)\d\d
- cSfxSoftRegion-TeleCam-Vol
What's the deal with each speech having its own emitter? You can put multiple plWin32StreamingSounds on one plWinAudible. Then in the responder's plSoundMsg, set the index
field to the position in the WinAudible list of the sound that you want to play. This will make adding more sounds easier in the future.
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Fixed the Scene Nodes references. Force pushed changes. |
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In Kirel, it looks like the CoordinateInterfaces for SfxImagerSpeechesEmit got left in, and their scene objects are now null keys because of that.
The Neighborhood PRP LGTM.
Something you may want to consider - and take back to the co-authors - is whether or not the speeches will be translated. The engine itself can easily swap out content based on the way the key is named. I'm not 100% certain what the formula is, but it involves the "_eng", "_fre", etc. names. Check out the way the Watson speech is done in PotS. I think that if translation is even a remote possibility, it would be a good idea to set the PRPs up for that ahead of time.
…io for kirel Changes to existing objects listed below. Many other things were added so that audio and buttons would work correctly. Neighborhood_District_CommonRoom.prp [Scene Node - Neighborhood_CommonRoom] Added Scene Object - "bevinPodiumButton" [Scene Node - Neighborhood_CommonRoom] Added Scene Object - "bevinPodiumPOS" [Scene Node - Neighborhood_CommonRoom] Added Scene Object - "rgnPodiumclick" [Scene Node - Neighborhood_CommonRoom] Added Scene Object - "SfxImagerSpeechesEmit01" [Scene Node - Neighborhood_CommonRoom] Added Scene Object - "SfxImagerSpeechesEmit02" [Scene Node - Neighborhood_CommonRoom] Added Scene Object - "SfxPodiumButtonEmit" [Scene Node - Neighborhood_CommonRoom] Added Scene Object - "SfxSoReg-Speech-Vol" [Generic Physical - CommonRoomAudioPodium] Modified Bounds to allow "bevinPodiumButton" to work correctly. [Drawable Span - Neighborhood_CommonRoom_00000000_0Spans] Added Drawable for "bevinPodiumButton", Modified drawable for Podium itself to lower built-in button. Otherwise it would be visible when "bevinPodiumButton" is pressed. Neighborhood_District_Textures.prp [Mipmap - blueglow*0#0.hsm] Added. Texture taken from Neighborhood02_District_Textures.prp Neighborhood02_District_krelCommonRm.prp [Scene Node - Neighborhood02_krelCommonRm] Added Scene Object "cmnrmrgnPodiumclick" [Scene Node - Neighborhood02_krelCommonRm] Added Scene Object "SfxImagerSpeechesEmit01" [Scene Object - cmnrmPodiumButton] Added Simulation Interface "cmnrmPodiumButton", Added to Modifiers - Responder Modifier "cRespSpeech-Stop", "cRespSpeech-Play0" and "cRespSpeech-Play1", Logic Modifier "cClkPodium", Picking Detector "cClkPodium", Interface Modifier "cmnrmPodiumButton" [Responder Modifier - cRespPodium] Logic Modifier "cClkPodium" added as Reciever to 10th Command. [Python File Mod - cPythPodium] Changed how it works now to accommodate multiple Audio messages. Co-authored-by: TheDapperAndy <deviantgent@hotmail.co.uk> Co-authored-by: Tyion <chad.kosch@gmail.com>
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The PRP changes look good 👍
I'll listen to the audio later.
Neighborhood CommonRoom [Scene Object - SfxImagerSpeechesEmit01] Set sync flags to Turn off Exclude All Persistent States, Turn on Exclude Persistent States, Exclude these states: AGMaster, Layer, Responder, XRegion [Scene Object - SfxImagerSpeechesEmit02] Set sync flags to Turn off Exclude All Persistent States, Turn on Exclude Persistent States, Exclude these states: AGMaster, Layer, Responder, XRegion [Coord Interface - bevinPodiumPOS] Raised Z to 14.133800 [Generic Physical - CommonRoomAudioPodium] Set mass to 1, Moved bounds a bit so Avatar would not become stuck after using button [Win32 Streaming Sound - cSfxDniPodiumSpeech0] Set audio Channel to "Right" Neighborhood02 krelCommonRm [Scene Object - SfxImagerSpeechesEmit01] Set sync flags to Turn off Exclude All Persistent States, Turn on Exclude Persistent States, Exclude these states: AGMaster, Layer, Responder, XRegion [Coord Interface - cmnrmPodiumPOS] Moved position so avatar would not become stuck in podium after using button [Generic Physical - cmnrmCommonRoomAudioPodium] Set mass to 1, Moved bounds a bit so Avatar would not become stuck after using button [Win32 Streaming Sound - cSfxWatson0] Set audio Channel to "Right" [Win32 Streaming Sound - cSfxFanQ42021_2] Set audio Channel to "Right"
Neighborhood CommonRoom [Generic Physical - CommonRoomAudioPodium] Updated the verts and faces to be smaller at the front of the podium to prevent getting stuck when pushing button Neighborhood02 krelCommonRm [Sound Buffer - krelFanQ42021_eng.ogg] Updated audio to have proper bytes/second. [Sound Buffer - krelFanQ42021_fre.ogg] New krelFanQ42021_eng.ogg - Updated to be higher quality sound file krelFanQ42021_fre.ogg - Audio translation done by skyisblu
Duplicate sounds in responders were causing echo when played.
This adds the audio button from CC inside the Hood and Kirel Auditorium location.
New Audio was also added to the Kirel podium which was recorded by Tyion
Original audio from CC was added back.