Originally posted by geluda
View Post
Announcement
Collapse
No announcement yet.
Some cool 1.5 exclusive screenshots (**As seen on TV!**)
Collapse
X
-
Originally posted by curse420 View PostYeah. I don't really know shit but, as I recall someone was saying something about it being a '.vag' audio clip, that's loaded into ram and executed during events, much like nemesis' 'S.T.A.R.S."
Comment
-
Normal voice files are in .XA or .XAS format. Enemy sounds are in a similar format, but not quite the same. They are much smaller in size and quality in 1.5. You can hear how crap the moans sound. Like a very low bitrate file.
Comment
-
They aren't similar, really. It'd be more or less like comparing MP3 and Atrac 3 Plus or JPEG and PNG.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
Comment
-
See well my basic understanding was wrong then. I was always under the impression they are a similar file type/container. Guess I was wrong.
Comment
-
Indded, all they need is to find the command to access and play those files, and hook that into the code. It's more complicated than that I'd think but it should work.
Then again there still is not any confirmation that there will be voice acting. The only hint we have is from Zork "what Resident Evil not have voice acting?".
Comment
-
Originally posted by Darkness View PostThey could insert retail code for VA.“How far can they control my mind? But to know God you must be God! And to be God you must let go of anything you thought you were... So we return the gift...”
Comment
-
Originally posted by D.Birkin View PostCode copy is not possible. Itembox procedures I created are all made from zero and code is very long. Good fact 1.5 has voice stream code built in.
And there we go. 1.5 has voice streaming code. BADASS.
Comment
-
Originally posted by skyrunner14 View PostWhat do you mean by that? Is it that the voices ARE in the game but unimplemented, or there aren't any voices in the build but there is programming already in place that would allow there to be voices?
Originally posted by Darkness View PostOkay, good to know all code has to be made from scratch by you. You're fucking talented.“How far can they control my mind? But to know God you must be God! And to be God you must let go of anything you thought you were... So we return the gift...”
Comment
-
So all that would be needed to do to implement voices is to convert them into a proper XA container (as 1 XA file will have multiple streams within it, and not only voices), find out how the code works and set the designated hooks on where to look, start playback , and stop playback.
All XA stream files I've looked at have multiple streams within them and not are all voices. In beta 2 some music is in the XA format and is mixed in with the voice data. So lets say you record dialog and have 10 files. You convert them and put them in a XA container. Now within the container there are the files. Now using the XA_on code, you have to access those files and set which files is loaded, how long it plays, whether it loops, and so on.
I think that is right, I may be wrong though.
Comment
-
I'm pretty sure the only voice work on disc is the damage grunts the team has added. Otherwise it's not there.
Comment
Comment