Problem with Voice Packs (SOLVED)

Started by PERXEO, Thu 11/05/2023 15:17:46

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PERXEO

I'm making progress in a game, and now I'm on the subject of voice translations.
I've created some subdirectories nested inside the "Speech" folder. One of this is "Spanish" and the other is "English". Inside I've put some audio files with the XXXXY.EXT way to name those things as explained on the tutorial.

I can see on tutorial that:

QuoteFor example, if you have this folder structure in your game project:

Speech

Francais

MyLang
then the editor will create following voxes:

speech.vox (with files only from the root "Speech" folder);
sp_francais.vox (with files from "Speech/Francais");
sp_mylang.vox (with files from "Speech/MyLang");

What I don't know is, where are these voxes created? (I do not see them)
When I tried to change language, with

Code: ags
Game.ChangeTranslation("Spanish") == true;
    translation = Game.TranslationFilename;
    Game.ChangeSpeechVox("Spanish");

the translation of dialogs and text is correct, but the change to the audio language doesn't work properly. I think this is because the voxes files are not created, but I don't know how to do it...


Crimson Wizard

#1
Voxes are supposed to be generated along with the built game, inside Compiled/Data, Compiled/Windows etc.

Please always clarify what does "not work properly" mean: you do not hear voices at all, they are from wrong language, anything else?

Which files did you create (what names and extensions exactly), and did you setup the voice numbers properly in the speech text?

On  a side note, this code does not make any sense:
Code: ags
Game.ChangeTranslation("Spanish") == true;

Perhaps you meant to use "if"?

PERXEO

Sorry, I was trying to find the vox files, in the main game directories, without having compiled the game. I didn't know that they would only be found when the game was compiled and we created an exe. Now you have made it clear to me. Thank you!!

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