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Question about the monolith control audio files

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  11:29:29  3 December 2010
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insanelazarez
Yeah, Good Luck With That...
(Resident)

 

 
On forum: 01/31/2009
Messages: 1070
Question about the monolith control audio files

I have this issue, when the 'green guy' starts talking... "Hello strelok...", and all the other sounds. I mean, i know we have this in the all.spawn:


---QUOTATION---

[sr_cutscene@osoznanie_cam]
cam_effector = oso_cam
point = oso_actor_walk
look = oso_actor_look
on_signal = cameff_end | nil %=oso_init_dialod%
on_timer = 7500 | %+oso_init_dialog%

---END QUOTATION---



I can't find any reference for the sound files (like 'oso_osoznanie_start_11', etc)


This one calls an 'empty function' in xr_effects.script:

on_signal = cameff_end | nil %=oso_init_dialod%

See? It's commented:


---QUOTATION---
function oso_init_dialod ()
-- local oso = level_object_by_sid(1307)
-- db.actor:run_talk_dialog(oso)
end
---END QUOTATION---



The next is better, but i can only find references in "dialogs_aes.scripts", when actor declines/agrees to join the 'C_con' (but the info is disabled in both cases)

on_timer = 7500 | %+oso_init_dialog%

So, the audio seqs are called from where? Xml files? How? I see several codes but ONLY for the vital captions for the dialog/actor interface.

My last hope was the 'state_xxxx.scripts' files because some audio files are called by the animation itself:

Examples:

Yantar:

"Shit... eminent blowout..."

Agro (underground)... doctor npc:

"Strelok... strelok... common man..."

But for the "green guy"... there's nothing there.

So... how is it possible for the game to know wich sounds to play and when to play.

That's it, any ideas?

Thanks guys.


Insanelazarez.
  14:35:54  3 December 2010
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
If someone doesn't get around to it by the time I get home from work, I'll post up what info you need.

Can't clearly remember ATM, and I don't have the SoC database on this rig at work
  16:42:29  3 December 2010
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insanelazarez
Yeah, Good Luck With That...
(Resident)

 

 
On forum: 01/31/2009
Messages: 1070

---QUOTATION---
If someone doesn't get around to it by the time I get home from work, I'll post up what info you need.

Can't clearly remember ATM, and I don't have the SoC database on this rig at work
---END QUOTATION---



ok imperialreign, thank you my friend. I'll be waiting.
  14:32:00  6 December 2010
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
Can't find it man, and the .spawn archive I had is MIA. IIRC, there's a SR or something in the .spawn that triggers an info portion, the info portion kicks the whole thing off - if you find it and search for that IP you'll probably find it
  09:20:43  31 March 2014
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 438
Sorry about reviving this, but I really must know how this works, and the subject is tangentially related.

What is it that makes the game just not show a dialog window when talking to C-Conciousness?

This whole talk is a mystery to me. I guess the game just plays sounds found in the dialogs folder that match the ids in the string tables, but the dialog is wholly defined, then why doesn't the window show?
 
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