IndeedPete 1038 Posted October 9, 2015 Hi, there! I'm experiencing a weird problem from time to time and wanted to ask if someone else is having this as well. I'm using .MP3s generated by TTS software, which I then convert to .ogg using Audacity, as placeholders for conversations with kbTell. These will hopefully be replaced by real voice actors later, I just need them for development purposes. In some cases, kbTell just ignores the sound file (the text is showing though) and skips right through it. (Before you ask, the speaking units have radios, are alive, and their simulation is enabled.) Sometimes it helps to just restart the game and in other cases I need to re-convert the file. Still, it is quite annoying and I want to make sure I'm not missing any codec or converting problem. The converted .oggs can be played using VLC player for example, they sometimes just don't work in-game. Any audio geniuses available? Share this post Link to post Share on other sites
MrSanchez 243 Posted October 9, 2015 Can you confirm that the problem lies with the files? Like what happens if you use the same audio file for every single thing? Will it play the whole 100%? Share this post Link to post Share on other sites
inlesco 233 Posted October 9, 2015 Can you post .ogg files config from description.ext (or whereever you keep it) to get a better idea? :)Is the configuration identical for all the different sound classes ? Share this post Link to post Share on other sites
IndeedPete 1038 Posted October 9, 2015 It's a bit complicated to provide a (not) working sample as a game restart or re-converting the file usually fixes the problem. But my basic structure is (of course) scattered around several files with #includes within a campaign environment. The end result looks like this: class Sentences { class BSM_M09_BSMMain_01 { customText = "Stronghold, this is Norseman. We're in control of the outpost, send in the backup. How copy?"; conversation = "BSM_M09_Wait"; text = ""; speech[] = {"\Campaigns\IP_CMP_ICE\dub\BSM_M09\BSM_M09_BSMMain_01.ogg"}; actor = "ToDo"; variant = ""; variantText = ""; class Arguments {}; }; class BSM_M09_BSMBuddy_01 { customText = "Understood Norseman, dispatching reinforcements. I've arranged a few statics you can use to fortify the outpost. They're in the back of the truck. Radio in when you're done, out."; conversation = "BSM_M09_Wait"; text = ""; speech[] = {"\Campaigns\IP_CMP_ICE\dub\BSM_M09\BSM_M09_BSMBuddy_01.ogg"}; actor = "ToDo"; variant = ""; variantText = ""; class Arguments {}; }; class BSM_M09_BSMMain_02 { customText = "Stronghold, we're done over here..."; conversation = "BSM_M09_Done"; text = ""; speech[] = {"\Campaigns\IP_CMP_ICE\dub\BSM_M09\BSM_M09_BSMMain_02.ogg"}; actor = "ToDo"; variant = ""; variantText = ""; class Arguments {}; }; class BSM_M09_BSMBuddy_02 { customText = "Norseman, update. We have multiple contacts coming in from your south, looks like a counter attack. Expect infantry and armour, over."; conversation = "BSM_M09_Defend"; text = ""; speech[] = {"\Campaigns\IP_CMP_ICE\dub\BSM_M09\BSM_M09_BSMBuddy_02.ogg"}; actor = "ToDo"; variant = ""; variantText = ""; class Arguments {}; }; class BSM_M09_BSMMain_03 { customText = "Alright, looks clear. I better call for extraction."; conversation = "BSM_M09_End"; text = ""; speech[] = {"\Campaigns\IP_CMP_ICE\dub\BSM_M09\BSM_M09_BSMMain_03.ogg"}; actor = "ToDo"; variant = ""; variantText = ""; class Arguments {}; }; }; class Arguments{}; class Special{}; startWithVocal[] = {hour}; startWithConsonant[] = {europe, university}; As you can see, the "text" attribute is empty because I'm bypassing the vanilla subtitle presentation with my own Conversation System. It works fine with most files, and it also doesn't mind playing vanilla files from the East Wind campaign. This weird "skipping bug" occurs very rarely and usually when I first attempt to play a file in-game after creation. I don't have footage of it, but the dialog showing the subtitles is opening and presenting the text, just to be closed in the next second with no sound being played. Hence I thought the conversion of my generated files would fail in some cases. And here are the corresponding generated voice files: https://www.dropbox.com/s/j9uzmskq5rprb2y/BSM_M09.rar?dl=0 Share this post Link to post Share on other sites