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[0.9.14.1] [Guide] How to make voiceover bank in 7 easy steps.

voiceover guide easy

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D2R52 #1 Posted 10 April 2016 - 08:17 PM

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Hello all, today I will tell you howl to create voiceover easy way.

Bonus: Duke Nukem voice.

You will need Audiokinetic Wwise v 2015 

 

1. Get the sounds (e.g. form old voice mod) Spoiler


2. Get the folders template, extract to template folder 

Spoiler


3. Put corresponding wav files to template folders 

Spoiler


4. Open empty voiceover wwise project

Spoiler


5. Import audio folder to wwise

Spoiler


6. Generate events

Spoiler


7. Generate sound bank

Spoiler

 

Additional links and files

Spoiler

 


Edited by D2R52, 16 June 2016 - 09:40 PM.


leeuniverse #2 Posted 14 April 2016 - 01:30 AM

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Hey.....  Thanks for this.  Likely exactly what we were needing.  :)

 

Also, could you provide the "method" for getting the Event Names?

I think I saw the method on KoreanRandom or something, but it would be good to have it here so your method can be complete.

That way in case names change with updates we know and can redo our mods.

 

Thanks


Edited by leeuniverse, 14 April 2016 - 01:47 AM.


D2R52 #3 Posted 02 May 2016 - 08:03 PM

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View Postleeuniverse, on 14 April 2016 - 01:30 AM, said:

Also, could you provide the "method" for getting the Event Names?

I think I saw the method on KoreanRandom or something, but it would be good to have it here so your method can be complete.

 

  1. Copy all xml files from the game (including xml-s in pkg-s) to some folder.
  2. Unpack them with WotTools or PJOrion
  3. Find all references to wwise: findstr "<ww" *.xml /s
  4. Clean up resulting event names, get events text file
  5. Decompile python files and find all references to wwise in them, add these event names to text file
  6. Add English dictionary to text file
  7. Process all text strings, calculate hashes and search in sound banks, if you found the event with the same hash, you know its name.

 

Additinal utilities used:

a) script for find and cleanup event names  Attached File   utils.zip   2.92K

b) experimental bank player  Attached File   BankPlayer.zip   467.19K

2016-05-02 21_56_39-D2R52 Bnk Player.png

 

 


Edited by D2R52, 02 May 2016 - 08:05 PM.


domhel #4 Posted 15 May 2016 - 01:02 PM

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Hi D2R52,

Thanks for driving, but despite having correctly followed the steps the mod does not work. only when they are in the hangar, and pushing any button you can hear the voices, but not in battle .. you can make a video tutorial maybe it will be more simple?



asdrosius #5 Posted 21 May 2016 - 03:58 PM

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Hi there,

 

An idea to have more 200 sounds in the voiceover ?

I tried with voiceover + voiceovera but did not work properly :/

 

Thanks :p



Marius87000 #6 Posted 26 May 2016 - 12:21 AM

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I tryed to update this mod from 9.13 http://forum.worldof...1by-skot1beshi/

 

But in-game, there isn't always crew sound. The crew talks at the beginning of the battle, then; when i aim at someone, then it completely stops to talk. Can someone help me with that tutorial ? I followed it step by step and my voiceover.bnk is failing...



D2R52 #7 Posted 26 May 2016 - 07:13 PM

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View PostConcombre_agressif, on 26 May 2016 - 12:21 AM, said:

I tryed to update this mod from 9.13 http://forum.worldof...1by-skot1beshi/

 

But in-game, there isn't always crew sound. The crew talks at the beginning of the battle, then; when i aim at someone, then it completely stops to talk. Can someone help me with that tutorial ? I followed it step by step and my voiceover.bnk is failing...

 

WWISE and WoT have strict limits to the size of sound banks and total size of sounds, probably you have made too big soundbank?

marcomawerick #8 Posted 27 May 2016 - 10:02 AM

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Hi to All,

I used the guide to create the  voiceover.bnk file and it worked correctly in 9.14.1

Now, after the game upgrade to 9.15, the crew voice doesn't work...my file is 22Mb....any suggestion?

Ciao



D2R52 #9 Posted 27 May 2016 - 11:26 AM

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View Postmarcomawerick, on 27 May 2016 - 10:02 AM, said:

Hi to All,

I used the guide to create the  voiceover.bnk file and it worked correctly in 9.14.1

Now, after the game upgrade to 9.15, the crew voice doesn't work...my file is 22Mb....any suggestion?

Ciao

 

If you need more help you need at least to attach your python log - or look by yourself for any sound related error in log file.

And, 22MB is a huge bank for WoT. I suppose that max recommended size is around 12MB.

You can try to reduce size by increasing compression level...

 



D2R52 #10 Posted 28 May 2016 - 08:01 PM

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View PostConcombre_agressif, on 26 May 2016 - 12:21 AM, said:

I tryed to update this mod from 9.13 http://forum.worldof...1by-skot1beshi/

 

But in-game, there isn't always crew sound. The crew talks at the beginning of the battle, then; when i aim at someone, then it completely stops to talk. Can someone help me with that tutorial ? I followed it step by step and my voiceover.bnk is failing...

 

View Postmarcomawerick, on 27 May 2016 - 10:02 AM, said:

Hi to All,

I used the guide to create the  voiceover.bnk file and it worked correctly in 9.14.1

Now, after the game upgrade to 9.15, the crew voice doesn't work...my file is 22Mb....any suggestion?

Ciao

 

Hi all, I have found interesting information about memory usage in wwise.

First of all, WoT has lowered sizes for memory pools (for some strange reason).

Block Quote - engine_config.xml

       <memoryManager>
        <defaultPool>    12    </defaultPool>
        <lowEnginePool>    8    </lowEnginePool>
        <preparedPool>    106    </preparedPool>
        <streamingPool>    2    </streamingPool>
        <IOPoolSize>    4    </IOPoolSize>
      </memoryManager> 

 

But it does not means, that bank size is limited to 12 mb!

 

Block Quote

 The following items can cause high memory usage:

  • Loading banks increases Default memory pool usage. Note that each bank uses a different amount of memory. Memory used by a bank in the Default memory pool does not depend on the physical size of the bank but on the number of sounds and events that it contains.
  • Some effects, including reverb and delay, consume a certain amount of memory when playing.
  • Playing multiple sounds at once drastically increases the amount of memory used in the Lower Engine Default pool.
  • Sending multiple actions in a short amount of time increases the memory usage of the Default pool.
  • Registering game objects, setting "per object" parameters, and setting object positions all use a small amount of memory in the Default pool. However, be aware that unused game objects must be unregistered to free up this memory. Otherwise, the amount of memory being used constantly increases.

 

I think we need to ask WG to increase the limits to ther default values of 16 mb each, or to it by ourselves by changing engine_config.xml to

Block Quote

       <memoryManager>
        <defaultPool>    16    </defaultPool>
        <lowEnginePool>    16    </lowEnginePool>
        <preparedPool>    106    </preparedPool>
        <streamingPool>    8    </streamingPool>
        <IOPoolSize>    8    </IOPoolSize>
      </memoryManager> 

 



RedlineRailgunningRemmel #11 Posted 29 May 2016 - 09:08 PM

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Did something change in 9.15? I have to split up my sounds into two files since it exceeds 200 files but only one of them gets loaded even when adding then into the engine_config.xml. At the moment i have given up.

NomaxXx #12 Posted 29 May 2016 - 09:56 PM

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Hi!

I've just changed the values of memory pools like you but i got this message again in pyhton.log:

INFO: [SOUND_ERROR] Sound fail: 1332081395 Code: 52
INFO: [SOUND_ERROR] Sound fail: 1122640859 Code: 52

Any idea?

Regards
NomaxXx
 

D2R52 #13 Posted 29 May 2016 - 10:29 PM

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View PostRemmke, on 29 May 2016 - 09:08 PM, said:

Did something change in 9.15? I have to split up my sounds into two files since it exceeds 200 files but only one of them gets loaded even when adding then into the engine_config.xml. At the moment i have given up.

Do you have any error messages in logs? Did you tried to load banks by mod? Could you post your files so i will check them?

 

View PostNomaxXx, on 29 May 2016 - 09:56 PM, said:

Hi!

I've just changed the values of memory pools like you but i got this message again in pyhton.log:

INFO: [SOUND_ERROR] Sound fail: 1332081395 Code: 52
INFO: [SOUND_ERROR] Sound fail: 1122640859 Code: 52

Any idea?

Regards
NomaxXx
 

 

Please try to increase memory pools further by 8 mb each, if does not help, repeat until you have got no errors.

Another option is to reduce quality of sounds in your soundbanks. e.g. sampling rate and down mix stereo to mono.



D2R52 #14 Posted 01 June 2016 - 09:37 PM

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View Postasdrosius, on 21 May 2016 - 03:58 PM, said:

Hi there,

 

An idea to have more 200 sounds in the voiceover ?

I tried with voiceover + voiceovera but did not work properly :/

 

Thanks :p

 

I have and idea, how to join banks.

You need to create several banks from the same wwise project (distribute events and sound files among banks, and select inclusion options on only one bank during sound bank generation). After that banks could be merged by code.

 

Spoiler - all banks except one should be switched off like on screen shoot

 



asdrosius #15 Posted 04 June 2016 - 08:18 AM

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View PostD2R52, on 01 June 2016 - 09:37 PM, said:

 

I have and idea, how to join banks.

You need to create several banks from the same wwise project (distribute events and sound files among banks, and select inclusion options on only one bank during sound bank generation). After that banks could be merged by code.

 

Spoiler - all banks except one should be switched off like on screen shoot

 

 

Hello,

 

Thanks but now I have a solution :D

 

Watch my moded audio folder :p

 



EuEuEa #16 Posted 06 June 2016 - 06:24 PM

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I am sorry for the machine translation...


I am trying to make a mod that replaces only the music (hangar, map loading, battle, results of battle).

Please tell me:

1) Is it possible to make the playback sound from the random container loading map (f.e. events "music_himmelsdorf", "music_desert" etc.) ceased immediately after a sound start events music_combat (playback sound from random container "music_combat" )?

2) Can I make it so that the sound from "music_himmelsdorf" gradually faded (fade-out), and the sound of "music_combat" gradually grew (fade-in)?

3) In version 0.9.15 no longer hear the sound of "music_main_menu" container (screen with login/password entry). The name of this event changed? As is now the name of this event?

 


Edited by EuEuEa, 06 June 2016 - 06:28 PM.


Coco_Nosa #17 Posted 07 October 2016 - 10:42 AM

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Hello i use ExternalMusicSources mod then the voiceover mod didn't played, my voiceover.bnk size is 12,8MB. when i tried to delete ExternalMusicSources.pck in mod folder the voiceover.bnk run

Coco_Nosa #18 Posted 02 March 2017 - 12:17 PM

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View PostD2R52, on 27 May 2016 - 11:26 AM, said:

 

If you need more help you need at least to attach your python log - or look by yourself for any sound related error in log file.

And, 22MB is a huge bank for WoT. I suppose that max recommended size is around 12MB.

You can try to reduce size by increasing compression level...

 

 

Hi can you make a guide how to create voiceover for wot 9.17.1?

thanks for your attention



Avenger525 #19 Posted 18 March 2017 - 11:32 PM

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Is there a way to make it work for 9.17.1? I tried it but it doesnt work.

yoshii_minami_EU #20 Posted 29 April 2017 - 05:01 AM

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I made my own mod voiceover.bnk by following this guides here http://forum.worldof...n-7-easy-steps/

I followed every single steps correctly but I still ended up failing to load the mod (there are no crew voices in the battle at all)

Here is a part of the Phyton.log record of when I was loading the mod
Spoiler
 

Can anyone please help me?
Spent hours to look for the solution, but I still can't make it works :(

 

As for extra information, I am currently using Aslain ModPack. I am using wwise kincetic v2015.1.6
This voiceover is a crew voice of Akiyama Yukari.
I made this myself because the ones available to use have a bit of mismatch (Played the wrong sound on certain event) for example. When the battle start, it plays "We're done for"
Hence, the reason I try to make this on my own

This is the voiceover file download link if you need it
http://www.mediafire...7/voiceover.bnk

Thanks :)







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