Expand Your Voice Pack Library.
Posted: Tue Nov 15, 2016 10:38 pm
Here's a little tutorial on how to expand your voice pack library with no downloads or audio editing at all, it's all simple code which in minutes will allow you to modify all your current voice packs. I found this poking around the MultiMesh.u package, it's the same method they used to turn the Male B voice into the Skaarj Hybrid voice.
In case you don't know how to create and compile a package, check this post by FeraliDragon: viewtopic.php?f=57&t=4482, I use UMake and Notepad++ as well, but I'm sure there are other methods.
Once that is done, create the new package which will keep all your voice packs, then use this template code to modify them:
MODIFIEDVOICE will be whatever name you want this new voice to have, BASEVOICE is the base voice you will be using, like the Male A voice, the Boss voice or any custom voices you may have, finally, you will change the 00.XX values to whatever number you want, like 00.62, 00.86 or something similar, this value which change the pitch of the voice which will in turn make it sound different, just experiment with the voices and the values until you find something you like. I personally use the Boss voice with a pitch of 00.88 and I think it sounds fine.
Once you have all your new files, compile them, then make your .int file in your system folder like this:
Of course in PACKAGENAME you'll write the package name you choose for your folder with all the new .uc files, and MODIFIEDVOICE will have the name of all the files you made, the second MODIFIED VOICE can have whatever you want, this is what you will read in the character window, since it is typed between quotation marks you can have spaces. You will use the MetaClass VoiceBoss for the Boss models, the VoiceMale for male models and VoiceFemale for female models, pretty simple, I usually make the double entries to have the same voices on the boss models and the male models.
Now start Unreal Tournament, check the voices, test them out in game and keep experimenting. This method is great because it allows you to expand your voice pack library without having to learn how to modify audio files or having to make a voice pack yourself, it also doesn't alter the stock files which means you'll still have all your previous voices untouched, we simply made extentions of them. Also, this only changes the pitch of the voices, I'm sure there are more things you could tweak and change but I have not experimented with that yet.
In case you don't know how to create and compile a package, check this post by FeraliDragon: viewtopic.php?f=57&t=4482, I use UMake and Notepad++ as well, but I'm sure there are other methods.
Once that is done, create the new package which will keep all your voice packs, then use this template code to modify them:
Code: Select all
Class MODIFIEDVOICE Extends BASEVOICE;
Function Timer ()
{
Local Name MessageType;
IF (bDelayedResponse)
{
bDelayedResponse = False;
IF (Owner.IsA ('PlayerPawn'))
{
IF (PlayerPawn (Owner).GameReplicationInfo.bTeamGame && (PlayerPawn (Owner).PlayerReplicationInfo.Team == DelayedSender.Team)) MessageType = 'TeamSay';
Else MessageType = 'Say';
PlayerPawn (Owner).TeamMessage (DelayedSender, DelayedResponse, MessageType, False);
}
}
IF (Phrase [PhraseNum] != None)
{
IF (Owner.IsA ('PlayerPawn') && !PlayerPawn (Owner).bNoVoices && (Level.TimeSeconds - PlayerPawn (Owner).LastPlaySound > 02))
{
IF ((PlayerPawn (Owner).ViewTarget != None) && !PlayerPawn (Owner).ViewTarget.IsA ('Carcass'))
{
PlayerPawn (Owner).ViewTarget.PlaySound (Phrase [PhraseNum], SLOT_Interface, 16.00,,, 00.XX);
PlayerPawn (Owner).ViewTarget.PlaySound (Phrase [PhraseNum], SLOT_Misc, 16.00,,, 00.XX);
}
Else
{
PlayerPawn (Owner).PlaySound (Phrase [PhraseNum], SLOT_Interface, 16.00,,, 00.XX);
PlayerPawn (Owner).PlaySound (Phrase [PhraseNum], SLOT_Misc, 16.00,,, 00.XX);
}
}
IF (PhraseTime [PhraseNum] == 00) Destroy ();
Else
{
SetTimer (PhraseTime [PhraseNum], False);
PhraseNum++;
}
}
Else Destroy ();
}
DefaultProperties
{
}
Once you have all your new files, compile them, then make your .int file in your system folder like this:
Code: Select all
[Public]
Object=(Name=PACKAGENAME.MODIFIEDVOICE,Class=Class,MetaClass=BotPack.VoiceBoss,Description="MODIFIED VOICE")
Object=(Name=PACKAGENAME.MODIFIEDVOICE,Class=Class,MetaClass=BotPack.VoiceMale,Description="MODIFIED VOICE")
Object=(Name=PACKAGENAME.MODIFIEDVOICE,Class=Class,MetaClass=BotPack.VoiceFemale,Description="MODIFIED VOICE")
Now start Unreal Tournament, check the voices, test them out in game and keep experimenting. This method is great because it allows you to expand your voice pack library without having to learn how to modify audio files or having to make a voice pack yourself, it also doesn't alter the stock files which means you'll still have all your previous voices untouched, we simply made extentions of them. Also, this only changes the pitch of the voices, I'm sure there are more things you could tweak and change but I have not experimented with that yet.