Author Topic: Voice acting in Space Quest V  (Read 30420 times)

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Offline aardvark4lunch

Re: Voice acting in Space Quest V
« Reply #45 on: February 13, 2016, 09:48:05 AM »
I'd tried the KQ6 one earlier. Got excited for a sec, then the glitched music hit. Yikes. Not sure where to go from here. Any idea why it would be doing it to the music?

Offline Kawa

Re: Voice acting in Space Quest V
« Reply #46 on: February 13, 2016, 10:02:31 AM »
Absolutely none.

Offline aardvark4lunch

Re: Voice acting in Space Quest V
« Reply #47 on: February 13, 2016, 10:03:49 AM »
I'm guessing it's nothing TOO complicated. I just need to figure out what it is. :/

EDIT 1: Huh. I deleted resource.sfx and now the KQ6 terp is working with SQV with music and voices working in DOSbox. Only problem is text and speech don't seem to be working global90 is set to 3 in both places and yet, voices only.

EDIT 2: Welp, seems like resource.sfx is mostly used for comedic scream sounds. :/ That narrows it down at least. Just gotta figure out why the terp doesn't like resource.sfx

« Last Edit: February 13, 2016, 10:58:49 AM by aardvark4lunch »

Offline troflip

Re: Voice acting in Space Quest V
« Reply #48 on: February 13, 2016, 01:17:14 PM »
Some info that may be useful...

You'll note that for versions of the interpreter that don't support speech (SQ5), the games tend to come with resource.aud, which is where the digital audio resources are placed (which share the same "number namespace" as the midi sounds).

As best I can tell (and this is what SCI Companion assumes), for interpreters that do support speech, the audio were moved to resource.sfx, and resource.aud becomes the place to put speech (aud36) resources.

In addition to the package files mentioned above (which contain the actual audio data), there are the map resources that tell where in the package files the audio data starts for a particular resource number.

For audio resources, the corresponding map resource is 65535.map (occasionally 0.map in some games). For aud36 resources, the map resource is [nnnnn].map, where nnnnn corresponds to the speech resources for a particular room number. So there are lots of map resources for speech.

There are three possible formats for the 65535.map file (shown as 5 bytes, 6 bytes or 8 bytes in SCI Companion, as that's how large each entry is). For the [nnnnn].map files for the aud36 resources, there are 2 possible formats (shown as Sync map late, or Sync map early).

Sometimes 65535.map is its own file, sometimes its embedded in resource.map/resource.000 like a normal resources (I'm not sure if matters to the interpreter). The [nnnnn].map resources are either found in message.map (most commonly), or sometimes resource.map with the regular resources, or sometimes altres.map.

Now, if you start trying to manipulate the resources in SCI Companion while moving files around and stuff, and the way you have the files set up doesn't match a normal game... s*** can get f***ed up. For instance, while I was initially playing around with this, I hadn't changed resource.aud to resource.sfx, so resource.aud was getting filled with both audio and aud36 resources.

It looks like there bug in SCI Companion in that it doesn't display the correct "audio map format" if 65535.map is not a lone file (i.e. if it's embedded in resource.map/resource.000). However, I will tell you that, from what I can tell, 65535.map is:
- LSL6: 6 bytes
- SQ5: 5 bytes
- KQ6: 6 bytes
- KQ6 CD: 5 bytes

So if digital audio sfx stop working when switching the terp from SQ5 to LSL6, that could be the reason (not sure if later terps can handle various audio map formats or not). If that's indeed the case, then to move the digital audio over, you'd need to export all the audio resources and then add them back in. Of course, when adding them back in, you'd need to start with an audio map that is compatible with the newer interpreter, otherwise Companion will still write the old format.

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Offline aardvark4lunch

Re: Voice acting in Space Quest V
« Reply #49 on: February 22, 2016, 04:38:07 AM »
Ok, I got a lot of stuff working, Music works no problem now. Voices work too (where I've done them). and the "Doh!" ect. SFX are working too. jsut a couple problems remain.

1.text and speech is still not working
2. when dialogue is skipped, the last voice file keeps playing after the player is given back control
3. I fear I have gotten the stuff working in a really dumb way.

If someone with more experience could look over my work, that'd be much appreciated.
https://drive.google.com/file/d/0B2QwV5L8BhSKak9DNEQ3aFRfMUk/view?usp=sharing

Offline Kawa

Re: Voice acting in Space Quest V
« Reply #50 on: February 22, 2016, 06:38:35 AM »
Problem 1 is already solved, sort of.

Offline aardvark4lunch

Re: Voice acting in Space Quest V
« Reply #51 on: February 22, 2016, 09:59:59 AM »
Weird. I can't find a talker script in my SQV 0_o

EDIT: I just realised I have no idea where to implement the code. If you've already managed to do it in your game, could you possibly have a go of getting it to work in the version I uploaded earlier?

Offline Kawa

Re: Voice acting in Space Quest V
« Reply #52 on: February 22, 2016, 12:58:47 PM »
Talkers aren't the first thing in their script block. You'll want Blink.sc. The Narrator class is the second one defined therein, and Blink is the first, so the file is autonamed such.

Offline aardvark4lunch

Re: Voice acting in Space Quest V
« Reply #53 on: February 22, 2016, 10:26:01 PM »
I'm getting a whole lot of errors when I recompile. Thanks to the new terp no doubt.

Offline Kawa

Re: Voice acting in Space Quest V
« Reply #54 on: February 23, 2016, 02:31:51 AM »
I do doubt it.

Offline aardvark4lunch

Re: Voice acting in Space Quest V
« Reply #55 on: February 23, 2016, 02:45:34 AM »
Well, you would know. Again. I have zero experience in SCICompanion

Offline troflip

Re: Voice acting in Space Quest V
« Reply #56 on: February 23, 2016, 02:47:22 AM »
The compiler is completely ignorant of the interpreter, so compile errors have nothing to do with that.

Your scripts aren't compiling because they seem to reference a bunch of global variables that don't exist (i.e. in Main.sc, the global variables generally have retained their "globalNNN" names, whereas they have nicer names in the other script files). As I mentioned in another thread (or this one? I forget), you'll need to decompile all scripts a few times in order for the global variable names to propagate around.

You've also got about 150 patch files in your game directory, include lots of .aud, some .hep and .scr, and even 65535.map, the audio map. Not sure how this happened.

Given that SCI Companion writes resources to the resource packages and not the patch files, this is going to seriously mess things up.
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Offline aardvark4lunch

Re: Voice acting in Space Quest V
« Reply #57 on: February 23, 2016, 02:53:53 AM »
I patched the AUD files because they all broke when I changed the terp. (again, with the me not knowing what I'm doing).


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