I dont think soWould that remove the original announcer's voice?
"Announcer.RoundBegins1Seconds"
{
"channel" "CHAN_VOICE2"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NONE"
"wave" "vo/announcer_begins_1sec.mp3"
}
"Announcer.RoundBegins20Seconds"
{
"channel" "CHAN_VOICE2"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NONE"
"wave" "vo/announcer_begins_20sec.mp3"
}
"Announcer.RoundBegins2Seconds"
{
"channel" "CHAN_VOICE2"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NONE"
"wave" "vo/announcer_begins_2sec.mp3"
}
"Announcer.RoundBegins30Seconds"
{
"channel" "CHAN_VOICE2"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NONE"
"wave" "vo/announcer_begins_30sec.mp3"
}
"Announcer.RoundBegins3Seconds"
{
"channel" "CHAN_VOICE2"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NONE"
"wave" "vo/announcer_begins_3sec.mp3"
}
"Announcer.RoundBegins4Seconds"
{
"channel" "CHAN_VOICE2"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NONE"
"wave" "vo/announcer_begins_4sec.mp3"
}
"Announcer.RoundBegins5Seconds"
{
"channel" "CHAN_VOICE2"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NONE"
"wave" "vo/announcer_begins_5sec.mp3"
}
"Announcer.RoundBegins60Seconds"
{
"channel" "CHAN_VOICE2"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NONE"
"wave" "vo/announcer_begins_60sec.mp3"
}
If you can find the voice line files in the vpk you might be able to use soundscripts trickery. The basic idea is this _level_sounds.txt file tells the game to use a certain sound files (merasmus) rather than another (the original announcer lines).
I could never get it to work correctly because packing, but here's Freyja's explanation and the vdc page for more info. The vdc page has a ton of examples to learn from.
"Announcer.RoundBegins1Seconds"
{
"channel" "CHAN_VOICE2"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NONE"
"wave" "vo/halloween_merasmus/sf14_merasmus_begins_01sec.mp3"
}
"Announcer.RoundBegins2Seconds"
{
"channel" "CHAN_VOICE2"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NONE"
"wave" "vo/halloween_merasmus/sf14_merasmus_begins_02sec.mp3"
}
"Announcer.RoundBegins3Seconds"
{
"channel" "CHAN_VOICE2"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NONE"
"wave" "vo/halloween_merasmus/sf14_merasmus_begins_03sec.mp3"
}
"Announcer.RoundBegins4Seconds"
{
"channel" "CHAN_VOICE2"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NONE"
"wave" "vo/halloween_merasmus/sf14_merasmus_begins_04sec.mp3"
}
"Announcer.RoundBegins5Seconds"
{
"channel" "CHAN_VOICE2"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NONE"
"wave" "vo/halloween_merasmus/sf14_merasmus_begins_05sec.mp3"
}
"Announcer.RoundBegins20Seconds"
{
"channel" "CHAN_VOICE2"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NONE"
"wave" "vo/null.mp3"
}
"Announcer.RoundBegins30Seconds"
{
"channel" "CHAN_VOICE2"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NONE"
"wave" "vo/null.mp3"
}
"Announcer.RoundBegins60Seconds"
{
"channel" "CHAN_VOICE2"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NONE"
"wave" "vo/null.mp3"
}
"Ambient.Siren"//Always played when a round start
{
"channel" "CHAN_VOICE2"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NONE"
"rndwave"
{
"wave" "vo/halloween_merasmus/sf14_merasmus_round_start_01.mp3"
"wave" "vo/halloween_merasmus/sf14_merasmus_round_start_02.mp3"
"wave" "vo/halloween_merasmus/sf14_merasmus_round_start_03.mp3"
"wave" "vo/halloween_merasmus/sf14_merasmus_round_start_04.mp3"
"wave" "vo/halloween_merasmus/sf14_merasmus_round_start_05.mp3"
"wave" "vo/halloween_merasmus/sf14_merasmus_round_start_06.mp3"
"wave" "vo/halloween_merasmus/sf14_merasmus_round_start_rare_01.mp3"
"wave" "vo/halloween_merasmus/sf14_merasmus_round_start_rare_02.mp3"
"wave" "vo/halloween_merasmus/sf14_merasmus_round_start_rare_03.mp3"
"wave" "vo/halloween_merasmus/sf14_merasmus_round_start_rare_01.mp3"
}
}
for reference, and because i saw suggestions to use ambient_generics;
custom announcer lines should always, always be soundscripts and fired with PlayVO, that lets them use the announcer sound channel and not have them overlap with actual announcer lines
No, announcer lines are played on SNDCHAN_VOICE2 (7).Announcer voiceline plays on SNDCHAN_VOICE (2) channel with 0 entity linked to it, meaning that if any other sounds with SNDCHAN_VOICE as canal will stop the previous sound on that channel from playing.
As far I know in hammer and as Yrr stated only the PlayVO input can achieve that.
Odd, I'm pretty sure I stopped one a day with battle cry voiceline.No, announcer lines are played on SNDCHAN_VOICE2 (7).
This is so they don't interrupt player character voices.