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A custom announcer voice for one map?

Discussion in 'Mapping Questions & Discussion' started by Scrimmy Crungus, Aug 14, 2016.

  1. Scrimmy Crungus

    Scrimmy Crungus L1: Registered

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    Title, been wondering if I could have a custom announcer for my game
     
  2. dryerlint

    dryerlint L5: Dapper Member

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    Do you mean actually hiring the actor that does the Announcer voice? I'm afraid that's pretty much impossible. Your best bet is to use a Text to Speech program and make your own sound files, then play those back in-game.

    The voice will be rather fake and robotic, but if you're lucky, you can just turn it into a meme (coughWatergatecough)
     
  3. Scrimmy Crungus

    Scrimmy Crungus L1: Registered

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    No, I mean using custom voice lines for a game mode. I already have what I want.
     
  4. dryerlint

    dryerlint L5: Dapper Member

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    Ah, sorry. My mistake.

    It sounds like you need ambient_generic then?
     
  5. Yrr

    aa Yrr An Actual Deer

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    noooo not ambient generic

    use soundscripts and PlayVO
     
  6. Pocket

    aa Pocket func_croc

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    You have two options (well, three, but there's really no good reason to go with the third even if it technically works).
    1. Create a custom sound script for the map associating the events you want to trigger custom sounds with the custom sound files you've made. This is a great way to swap out literally any default sound, or even add multiple variants that the game can pick from at random.
    2. Depending on your gamemode, you might be able to disable the stock announcer lines and then set certain events to trigger ambient_generics. Doomsday does this for some reason. You can only have one sound variant per event, unless you want to get fancy with logic entities, but you don't have to remember to create a new copy of your sound script for every new version; your packing program should be able to handle everything.
     
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