VOICE PACKAGES
"Machismo"
cool_machismo@yahoo.com
INTRODUCTION
You'll need special hardware and software
to do this tutorial. Hey you don't expect to hear your voice appear by
magic do you :).
REQUIREMENTS:
1. A sound card with a microphone in jack.
2. A microphone.
3. A sound editing program.
WHAT I USED
I used a really cool sound editing program
called called SoundForgeXP that came with my SBLive! card. You could try to
get the latest version of this program at www.sonicfoundry.com.
You're going to be hard put to find a better program. You'll be interested
to know that Epic used Sound Forge (someone correct me if I'm wrong). So
you can understand the quality of this program. I also suggest that you
visit the unreal tech page and read Tim Sweeney's article on the Audio
Subsystem.
HOW TO GO ABOUT IT
First do the voice recording. I've found
that keeping the microphone volume at maximum can really screws up your
recording by putting in more hisses and pops.. You'll have to arrive at
the correct volume by a process of experimentation. This may be obvious to
everyone but if for some reason your recording doesn't seem to work make
sure that microphone is selected as your recording device under multimedia
in control panel.
You could do the recording in sound forge
itself. Make sure the sound attribute is 22,050 Hz. Save the voice
recording in the wave format. I'll be discussing how to edit the file
using Sound Forge. I'll give a brief into here but sound forge has a nice
help file (creative users may want to check out the demo movie on CD3).
Open up sound forge and load your
recording. It should look something like this:

Those heavy duty blue lines are the recording the rest is just silence
that is not needed. Select the silence by dragging the slider and hit
delete - do this at the beginning and the end. Hear your new wav and see
that you did not delete part of your voice. This is how the final wave
file should look like:

Can you make out the difference?
Your voice will still not be clear. You
need to add some effects to it. You could try the following effects that I
used (all found in the effects pull down menu):
- Noise Gate: Select a
sample of your recording and hit tools statistics. Check out the average
values. Now hit noise gate and move the bar to a higher level. Remember
0dB is a very high level and -50dB is a low level. It "removes noise
from silent breaks in a sample".
- Reverb: The most important
effect which adds the feeling of different places to your sound. I used
medium hall.
- Try the other effects for your sound for now these two are enough.
Save your recording now.
IMPORTING INTO UNREALED
Fire up UnrealEd. Under the pull down
menu on the right choose SoundFX. Hit the import button to create a new
package after choosing the previously saved wave file. Enter the usual
stuff in the box:

Save your package in the sounds folder as an unreal sound package (*.uax).
Hit play to see how it sounds in the editor. That's it you now have your
sound ready for use in the game.
UNREAL EDITOR APPLICATIONS
& TIPS
Lets see some of the uses that voices can
be used for. I'll also give you some tips:
-
The coolest application of these sounds
will be in favorite genre assault. You can create a voice
recording giving a full briefing on how to complete the level. Then
place a trigger and special event near the assaulting teams starting
point. Give the same name to the event of the trigger and the tag of
the special event. Set bTriggerOnceOnly to true as you don't want the
recording to be triggered again and again. Under the special events
properties set object initial state to play sound effect (not players
play sound effect). Under special event hit use after choosing this briefing.
You may want to set radius, etc. under sound.
-
I suggest strongly that you follow this
tip. When having a briefing have it in a sealed off area or a little
away from the starting point. For example you can have a briefing room
room and in front of it the player start. Once the players have used
the level a few times it'll get pretty boring hearing the same
recording again and again. This way they need to specifically enter
the room to hear the briefing.
-
Watch what you do with those sounds, it
will increase your download time dramatically. This might prove to be
a hindering factor in making more people download your map. While
saving your sound file you could compromise on sound quality to achieve
better compression. And it is absolutely vital that you use maximum
compression while compressing your maps, sounds, etc in WinZip.
-
Another application of voice recordings
is to have it triggered off on the completion of each objective, by
having it say something like "the objective was destroyed". The
way I would do it would be to have a trigger set off a dispatcher with
its out events as the fort standard and and a special event with
object initial state as play sound effect. Try to keep the length of
the message short and sweet.
-
You could also try getting voice
recordings to work for the various info classes like ChallengeBotInfo
where you can set voice packages for the various bot teams. You could
make your own voice recordings saying die bitch, etc. and have teams
use that package. Head down to Unrealized
and learn how to do this by editing the *.ini files. I haven't
been able to get the local message under info working maybe you can try.
That's all for now. As usual you can get
more info by sending me an email.
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