Character sounds editing
Started by drae, Jun 23 2003 03:44 PM
2 replies to this topic
#1
Posted 23 June 2003 - 03:44 PM
Well, as you see I need help with editing the sounds for chars. How to control what should be said in certain times and so on. I know how to edit it with all the letters, e.g. XXXXXXXXXa becomes the battlecry and so on. What I'm wondering is, what's all the numbers for, for example, in the downloadable "Sarevok" soundset there's SAREVOK4 and so on, as is there in all soundsets. What are these numbers for? What do they control?
#2
Posted 25 June 2003 - 07:07 AM
The numbers are just part of the sound assignment scheme.
I think it's 'XXXXXXa' through 'XXXXXXz' plus 'XXXXXX1' through 'XXXXXX0' - and then, for good measure, 'XXXXXX_' for a total of 38 (?) sounds - you can check in your BG2 readme for the official listing of which reference refers to which sound trigger (battlecry, city, dungeon, etc).
The numbers, just like the letters, act as indicators of which sound should be triggered at which time so that each individual sound has a unique file name.
I think it's 'XXXXXXa' through 'XXXXXXz' plus 'XXXXXX1' through 'XXXXXX0' - and then, for good measure, 'XXXXXX_' for a total of 38 (?) sounds - you can check in your BG2 readme for the official listing of which reference refers to which sound trigger (battlecry, city, dungeon, etc).
The numbers, just like the letters, act as indicators of which sound should be triggered at which time so that each individual sound has a unique file name.
Older than dirt, but then so is this engine.
#3
Posted 25 June 2003 - 12:14 PM
Aah, yes, well I knew what the XXXXXXa and all that did just not the numbers Well, thanks for the info on the readme. Cheers!The numbers are just part of the sound assignment scheme.
I think it's 'XXXXXXa' through 'XXXXXXz' plus 'XXXXXX1' through 'XXXXXX0' - and then, for good measure, 'XXXXXX_' for a total of 38 (?) sounds - you can check in your BG2 readme for the official listing of which reference refers to which sound trigger (battlecry, city, dungeon, etc).
The numbers, just like the letters, act as indicators of which sound should be triggered at which time so that each individual sound has a unique file name.