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Field Researcher
Original Poster
#26 Old 23rd Nov 2022 at 6:21 AM
Quote:
Originally Posted by Druyddark
..
If I try to import a sound, I get an error message.
..

If you Clone a voice event, click Save and the open the custom package immediately after then the tool will throw an exception, until I get this fixed you will need to exit and start the tool again after a Clone/Save.

I have successfully cloned a voice sound event and replaced the recordings, I don't know how to test vo_vampire_blood_accera in game so I used the standard Call Over interaction as it is easy to test, you select an adult household Sim and find another Sim some distance away and the Call Over interaction will be available which will play the vo_soc_callovera sound event.

I also don't have any custom voice recordings so I took the standard Sul Sul greetings and exported them to mp3 to simulate custom voice recordings, this should also stand out when testing.

I did the following steps,

1. Select Gamepack Base Game, select Sound Event vo_soc_callovera, click Clone, remove _fa suffix, click OK and chose package name.
2. For Female Voice 1 delete all the variations and click Add to import sulsul_af1.mp3.
3. Repeat step 2 for Female Voice 2-3 and Male Voice 1-3.
4. Click Save and copy the package to the Mods/Packages folder.


I have attached the completed package for reference and also the mp3 files if you want to create it yourself.


If the game won't play your recordings make sure they are MPEG 1.0 MONO, voices are a little different as the game applies voice pitch modulation depending on the CAS setting and some voice events also have animation overlays (lip sync).
Attached files:
File Type: zip  vo_soc_callovera.zip (129.4 KB, 3 downloads)
Lab Assistant
DELETED POST
24th Nov 2022 at 11:43 PM
This message has been deleted by Druyddark. Reason: delte
Lab Assistant
#27 Old 24th Nov 2022 at 11:44 PM
Quote:
Originally Posted by denton47
If you Clone a voice event, click Save and the open the custom package immediately after then the tool will throw an exception, until I get this fixed you will need to exit and start the tool again after a Clone/Save.

I have successfully cloned a voice sound event and replaced the recordings, I don't know how to test vo_vampire_blood_accera in game so I used the standard Call Over interaction as it is easy to test, you select an adult household Sim and find another Sim some distance away and the Call Over interaction will be available which will play the vo_soc_callovera sound event.

I also don't have any custom voice recordings so I took the standard Sul Sul greetings and exported them to mp3 to simulate custom voice recordings, this should also stand out when testing.

I did the following steps,

1. Select Gamepack Base Game, select Sound Event vo_soc_callovera, click Clone, remove _fa suffix, click OK and chose package name.
2. For Female Voice 1 delete all the variations and click Add to import sulsul_af1.mp3.
3. Repeat step 2 for Female Voice 2-3 and Male Voice 1-3.
4. Click Save and copy the package to the Mods/Packages folder.


I have attached the completed package for reference and also the mp3 files if you want to create it yourself.


If the game won't play your recordings make sure they are MPEG 1.0 MONO, voices are a little different as the game applies voice pitch modulation depending on the CAS setting and some voice events also have animation overlays (lip sync).



My game is not playing sound, how do I check if the audio is MPEG 1.0 MONO? I put your package in the packages folder and assigned a sound event to it and it worked. Sampling is 44100hz, I exported as joint stereo, but still not working.
Field Researcher
Original Poster
#28 Old 26th Nov 2022 at 7:31 AM
Quote:
Originally Posted by Druyddark
My game is not playing sound, how do I check if the audio is MPEG 1.0 MONO? I put your package in the packages folder and assigned a sound event to it and it worked. Sampling is 44100hz, I exported as joint stereo, but still not working.

In the Variations section where the sound recordings are shown there is an Info button that will show detailed information like this,

Codec 05 - Ch.Value 0 - SampleRate 32000 - Flags 0 - TotalSamples 28800/28800 - BlockSize 9991
Length 0.9s

-------------------------------------------Frame 0 Granule 0-------------------------------------------
[MPEG 1.0 - 32000 Hz - MONO - Ext: 0x0] [Scfsi 0 - Size 3869 - SideInfo0 0x8996056B - SideInfo1 0x1000]



Regarding the test you made, you replaced the Sul Sul recordings with your vampire recordings and then the Call Over interaction played your recordings ?, if that is the case your recordings should be fine and the next step would be to have a closer look at the animation(s) playing the vo_vampire_blood_accera sound event.
Lab Assistant
#29 Old 27th Nov 2022 at 2:50 AM
Quote:
Originally Posted by denton47
In the Variations section where the sound recordings are shown there is an Info button that will show detailed information like this,

Codec 05 - Ch.Value 0 - SampleRate 32000 - Flags 0 - TotalSamples 28800/28800 - BlockSize 9991
Length 0.9s

-------------------------------------------Frame 0 Granule 0-------------------------------------------
[MPEG 1.0 - 32000 Hz - MONO - Ext: 0x0] [Scfsi 0 - Size 3869 - SideInfo0 0x8996056B - SideInfo1 0x1000]



Regarding the test you made, you replaced the Sul Sul recordings with your vampire recordings and then the Call Over interaction played your recordings ?, if that is the case your recordings should be fine and the next step would be to have a closer look at the animation(s) playing the vo_vampire_blood_accera sound event.



I checked my audio and it's MPEG 1.0 so I don't think that's the problem.

In fact, your package reproduced it. Basically, I put it in my MOD folder and assigned the sound event "vo_soc_callovera" in place of "vo_vampire_blood_accera". In this case, it worked.

So, I cloned "vo_vampire_blood_accera" and put its sounds, "sulsul_am", instead of mine. In this test the game didn't play the audio, just as it didn't play my sound.

I have two hypotheses, either there is something wrong that I am doing during the cloning and replacement (but I don't know what it is, because I did the step by step) or the problem is in the cloning of "vo_vampire_blood_accera".

I would humbly ask you to test "vo_vampire_blood_accera", I really don't know what to do. This sound event corresponds to the Vampire "Drink" interaction, (the friendly wrist bite interaction)
Field Researcher
Original Poster
#30 Old 27th Nov 2022 at 7:57 AM
Quote:
Originally Posted by Druyddark
I checked my audio and it's MPEG 1.0 so I don't think that's the problem.

In fact, your package reproduced it. Basically, I put it in my MOD folder and assigned the sound event "vo_soc_callovera" in place of "vo_vampire_blood_accera". In this case, it worked.

So, I cloned "vo_vampire_blood_accera" and put its sounds, "sulsul_am", instead of mine. In this test the game didn't play the audio, just as it didn't play my sound.

I have two hypotheses, either there is something wrong that I am doing during the cloning and replacement (but I don't know what it is, because I did the step by step) or the problem is in the cloning of "vo_vampire_blood_accera".

I would humbly ask you to test "vo_vampire_blood_accera", I really don't know what to do. This sound event corresponds to the Vampire "Drink" interaction, (the friendly wrist bite interaction)

I haven't done any testing yet but I think I know what the problem may be, the game files actually have two versions of vo_vampire_blood_accera, one for Late Night and one for Supernatural, unlike TS4, TS3 uses the resource group key when loading the audio recordings, I suggest you try and create two versions as well and see if that works, use the Gamepack selector to chose Late Night and Supernatural.

For reference, these are the group keys,

0x281407EC = Late Night
0x701407EC = Supernatural
Lab Assistant
#31 Old 28th Nov 2022 at 1:50 AM
Quote:
Originally Posted by denton47
I haven't done any testing yet but I think I know what the problem may be, the game files actually have two versions of vo_vampire_blood_accera, one for Late Night and one for Supernatural, unlike TS4, TS3 uses the resource group key when loading the audio recordings, I suggest you try and create two versions as well and see if that works, use the Gamepack selector to chose Late Night and Supernatural.

For reference, these are the group keys,

0x281407EC = Late Night
0x701407EC = Supernatural



I couldn't replace it, but I was able to create a custom sound event with your tool and it worked perfectly. It was exactly what I needed for my mod, so I just have to thank you very much. ??

I should also warn you that effect cloning is having issues, especially effects coming from VFX Effects. I tried to replace it and the game didn't play the sound, I also tried to create, as I did with the voices, a custom sound event, but that didn't work either. It worked when I used the same audio prefixing it with vo_, as if it were a voice. That's not a big problem for me, it wouldn't look good anyway.
Forum Resident
#32 Old 21st Dec 2022 at 3:32 AM
Hey there, I'm the weird one doing pet stuff.

I'm looking to make the sound event vo_idle_groom_sit_hackR (cats only) available for both kinds of dogs. Is it possible to do that with this tool? I sort of understand your instructions, but I figured I'd have to play around with it for everything to make sense.

It looks like the audio events in the tool are just the human voices. Is that true? Is there any way to access the pet voices?

Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
Field Researcher
Original Poster
#33 Old 21st Dec 2022 at 7:09 PM
Quote:
Originally Posted by echoweaver
Hey there, I'm the weird one doing pet stuff.

I'm looking to make the sound event vo_idle_groom_sit_hackR (cats only) available for both kinds of dogs. Is it possible to do that with this tool? I sort of understand your instructions, but I figured I'd have to play around with it for everything to make sense.

It looks like the audio events in the tool are just the human voices. Is that true? Is there any way to access the pet voices?

I have added the following voice types/suffixes based on the vo_trait_ sound events,

Cat Voice 1 = "_ka"
Cat Voice 2 = "_ra"
Dog Voice 1 = "_da"
Dog Voice 2 = "_ga"
Dog Voice 3 = "_sa"
Horse Voice 1 = "_ha"
Horse Voice 2 = "_wa"

This should allow you to create the vo_idle_groom_sit_hackr sound event for dogs (d/g/s). Please download new version 1.0.6.
Forum Resident
#34 Old 23rd Dec 2022 at 12:44 AM
Quote:
Originally Posted by denton47
I have added the following voice types/suffixes based on the vo_trait_ sound events,

Cat Voice 1 = "_ka"
Cat Voice 2 = "_ra"
Dog Voice 1 = "_da"
Dog Voice 2 = "_ga"
Dog Voice 3 = "_sa"
Horse Voice 1 = "_ha"
Horse Voice 2 = "_wa"

This should allow you to create the vo_idle_groom_sit_hackr sound event for dogs (d/g/s). Please download new version 1.0.6.


Oh, wow! Thank you. I'll get right on it.

Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
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