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Adds audio to Hood and Kirel Auditorium Podiums #83

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merged 5 commits into from
Dec 15, 2021

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Hazado
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@Hazado Hazado commented Oct 7, 2021

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.

@Hazado Hazado force-pushed the HoodCommonRoomAudio branch 2 times, most recently from d8b1eee to 4b0cf23 Compare October 10, 2021 20:25
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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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Hazado commented Oct 11, 2021

Fixed the Scene Nodes references.
Fixed the Null Soft volumes.
Changed the WinAudible to only be atteched to one emitter and use the index for each seperate audio.

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.

@Hoikas Hoikas added the enhancement New feature or request label Oct 13, 2021
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.
Audio processed by Neurovac
@Hoikas Hoikas merged commit 9a05d70 into H-uru:master Dec 15, 2021
@Hazado Hazado deleted the HoodCommonRoomAudio branch December 16, 2021 04:48
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