Speech - Why does it hate? (solved)

Started by Tonic Ink, Tue 24/11/2009 08:56:01

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Tonic Ink

Hi guys,

Probably a silly noob question.

In my code I have the following -

function test_AnyClick()
{
CNAR.Say("&1 Can't do that");


I have a file called CNAR1.WAV in my speech folder.

Low and behold when I click the object it displays the message by no speech is heard.

I've tried rebuilding etc.

Help would be appreciated.

Gilbert

Try it with the file name NAR1.wav instead, unless that C is a part of the character's name.

Tonic Ink

Quote from: Gilbet V7000a on Tue 24/11/2009 09:05:07
Try it with the file name NAR1.wav instead, unless that C is a part of the character's name.


Tried that :(

The script name is actually 'CNAR'

Wouldnt have anything to do with channels would it? as I have an ambient track

Khris

Tested that using your script line and a file called "CNAR1.wav"; it worked immediately, even without rebuilding anything.
Does the wav file play if you put it in the Sounds dir and call it as Sound?
Also make sure it is named "CNAR1.wav" and not e.g. "CNAR1.wav.wav". If you're using the Windows Explorer to manage files, turn off the "hide known extensions" option in the folder options.

If you're using MIDIs for music, make sure that the wav device isn't muted.

Tonic Ink

Quote from: Khris on Tue 24/11/2009 09:43:53
Tested that using your script line and a file called "CNAR1.wav"; it worked immediately, even without rebuilding anything.
Does the wav file play if you put it in the Sounds dir and call it as Sound?
Also make sure it is named "CNAR1.wav" and not e.g. "CNAR1.wav.wav". If you're using the Windows Explorer to manage files, turn off the "hide known extensions" option in the folder options.

If you're using MIDIs for music, make sure that the wav device isn't muted.

Cheers,

I always have show extensions enabled so unfortunately that's not the problem.

The WAV plays perfectly in the built in AGS sound preview 'thingy'. A have many sounds already working within the game (incl footsteps assigned to view frames etc.) so it can't be due to any conflics in the file type or the exporting of the wavs (have tried OGG and MP3 to boot).

Khris

Hmm, in winsetup, is "Use speech pack if available" checked? Is there a speech.vox file in the Compiled dir?

Tonic Ink

#6
Quote from: Khris on Tue 24/11/2009 09:56:39
Hmm, in winsetup, is "Use speech pack if available" checked? Is there a speech.vox file in the Compiled dir?

Seems the two WAV files I originally used infact (clipped) when I played them in the editor, re -exported the sound files in sonar as MP3s and it works perfectly now :S

Sorry for time wasting guys.

EDIT - ok seems to dislike WAV files, the MP3s work though :S

Gilbert

Well. This is a mystery, maybe the WAVE files were somehow compressed by some means (normally M$ .WAV files are not compressed) or are using "non-standard" frequencies and/or number-of-bits, which fail in the engine's player. I think the editor's "thingie" would just play whatever stuff media player is able to.

Anyway, yeah, just use MP3, or better, OGGs, instead. There isn't much point to bloat a game's size by using uncompressed WAVEs now (except perhaps for place holder audio to save you the time in compressing them).

Tonic Ink

Quote from: Gilbet V7000a on Tue 24/11/2009 10:18:57
Well. This is a mystery, maybe the WAVE files were somehow compressed by some means (normally M$ .WAV files are not compressed) or are using "non-standard" frequencies and/or number-of-bits, which fail in the engine's player. I think the editor's "thingie" would just play whatever stuff media player is able to.

Anyway, yeah, just use MP3, or better, OGGs, instead. There isn't much point to bloat a game's size by using uncompressed WAVEs now (except perhaps for place holder audio to save you the time in compressing them).


Totally agree, ironicallyi only used WAVs originally as I thought it would lend itself to be less problematic whilst testing

Shane 'ProgZmax' Stevens

Quotemaybe the WAVE files were somehow compressed by some means (normally M$ .WAV files are not compressed) or are using "non-standard" frequencies and/or number-of-bits, which fail in the engine's player.


There's a 90% chance this is what happened with your wavs.  AGS is seriously picky about the type of wav it plays and I had the same problem you did until I changed all the wavs to PCM signed 8-bit mono.  That got rid of the 'some work, some don't' problem I was having with the various effects I downloaded from sounddogs.

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