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Author Topic: Speech question  (Read 17312 times)

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therealmoondevil

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Speech question
« on: January 25, 2003, 09:39:24 PM »

Is it possible to package speech apart from the game package.
just like the vox things.

btw is ogg supported ?
 ;D

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ClémentXVII

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Re:Speech question
« Reply #1 on: January 26, 2003, 09:22:07 PM »

Ogg is supported, but I don't know about the vox thingie ;-)
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Mnemonic

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Re:Speech question
« Reply #2 on: January 27, 2003, 08:26:15 AM »

Yes, like Cl
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therealmoondevil

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Re:Speech question
« Reply #3 on: January 27, 2003, 12:18:39 PM »

Thnx... all for you reply`s ...
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Doctor Jeep

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Re:Speech question
« Reply #4 on: January 27, 2003, 08:08:20 PM »

Mnemonic;

Do you mean put my SPEECH folder at the same level as DATA or a subfolder underneath
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Mnemonic

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Re:Speech question
« Reply #5 on: January 27, 2003, 09:44:54 PM »

Same level.
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Scarpia

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Re:Speech question
« Reply #6 on: February 20, 2003, 07:58:07 PM »

While we're on the subject, will there be support for:

* MIDI (I know, I'm a sucker for low quality sound)
* MP3
* MOD

Just wondering..

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Mnemonic

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Re:Speech question
« Reply #7 on: February 21, 2003, 09:12:57 AM »

Hmmm, probably not. I believe both MIDI and MOD files are a bit outdated today (at least in terms of computer games), and there is the licencing issue with the MP3 format. I'm quite satisfied with the OGG Vorbis format :)
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Scarpia

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Re:Speech question
« Reply #8 on: February 21, 2003, 01:16:05 PM »

Hmm. Didn't know about the licencing thing with MP3. I figured since it's integrated in other engines, it must be free for all, but I guess not. Hmm..

Actually, I don't know OGG at all, I only just heard of it. Compared to MP3 (which we all know), what is OGG like?


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Mnemonic

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Re:Speech question
« Reply #9 on: February 21, 2003, 01:20:31 PM »

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Brassfire

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Re:Speech question
« Reply #10 on: February 21, 2003, 08:10:02 PM »

OGG is at least equivalent to MP3, and my tests have all come out slightly smaller and sounding the same or better. ;D

I was considering mod files for my game, actually. It may seem "old-fashioned" now but it was developed specifically as a game music format, and has a few advantages for game music because of that.

impulse tracker or *.it is the best format for mod, because they have what is called "new note action" - so on every new note, you can either sustain, cut the previous note off, or quick fade.

The advantage of mod for games is that every file is only as large as the samples - you can add in repeating sections or more sections and it will only take up as much space as the text for those sections. You make a mod file 10 minutes long for one area of your game, and it isn't much larger than one that is 3 minutes long. You have an audio file that long, and even with ogg at 128, it's still around 10 MB just for that one file!

Also, mod files loop perfectly, whereas true audio has to be "adjusted" for looping, and certain compressing software adds in a second of silence at the beginning and end anyway. :(

If the impulse tracker format could be updated to use a compressed format such as ogg for samples instead of wav... it would be *perfect* for game music! Maybe *.otx for oggtracker? ;)

Sound effects should definitely be ogg, though.
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Mnemonic

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Re:Speech question
« Reply #11 on: February 21, 2003, 09:50:03 PM »

Ow, one more plus for the MOD files: interactive music. The original Unreal was using mod files and the result was absolutely amazing.
I believe Microsoft's DirectMusic is supposed to have similar characterisitcs as MOD files, but I didn't study it yet.
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Re:Speech question
« Reply #12 on: February 22, 2003, 06:20:58 AM »

I found DirectMusic Producer *really* confusing to write music in. (But I'm definitely more a musician than a programmer, and all that logic gets confusing sometimes. ;) ) Also I didn't like that it wouldn't load a different soundfont in slot 1 inside a different project without conflicting with some other project's slot 1.

MPTrack was pretty easy to pick up. Anyone want to hear my horrible harp theme? It's the samples, honest... ;D
(Actually it doesn't sound too bad.)
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Mnemonic

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Re:Speech question
« Reply #13 on: February 22, 2003, 09:33:01 PM »

Quote
found DirectMusic Producer *really* confusing to write music in. (But I'm definitely more a musician than a programmer, and all that logic gets confusing sometimes.  )

I *am* a programmer, but I found DirectMusic Producer confusing as well :)
 

Quote
MPTrack was pretty easy to pick up. Anyone want to hear my horrible harp theme? It's the samples, honest...
(Actually it doesn't sound too bad.)

Sure, bring it in! ;)


I must admit I'm really dumb when it comes to music, so I'm very grateful for any advice. For example, Doctor Jeep suggested having multiple music channels in WME, to allow crossfading. It would also be great for interactive music (well, not as good as a MOD file, but still...).

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Scarpia

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Re:Speech question
« Reply #14 on: February 23, 2003, 05:56:24 PM »

Hmm.. I am a programmer too, but I love music and my entire family is musical (royal opera singers, pop/rock musicians and teachers at the highest level of music. I can barely hit a note compared to them.), so I would love a program for absolute newbies who want to create music loops.
Actually, I've only tried one piece of software that lived up to that. AlgoRythm from Space Time Foam (www.spacetimefoam.com) is great and simple for creating rythms.... but I never really got the hang of it anyways.

Any suggestions for game music software?

Scarpia


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