Difference between revisions of "Development:Audio"

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* voices for intership radio transmissions, and perhaps campaign fixers
 
* voices for intership radio transmissions, and perhaps campaign fixers
 
* other sounds
 
* other sounds
 +
 +
For information on the broadcast project, in which we hope to emulate radio-station-like entertainment in addition to music, see [[In-Flight_Non-Musical_Audio]]
  
 
=Sound Requirements=
 
=Sound Requirements=
  
 
The following quality settings apply:
 
The following quality settings apply:
* 44kHz sample rate (the best that most microphones under $200 can produce)
+
* 22kHz sample rate
* Mono for voices and sounds
+
* Mono for voices and for sound effects that have no associated location
* Stereo for music
+
* Stereo for music, composite (music plus other sounds) and for sound effects that have a location relative to the listener
* Vorbis OGG format (which also requires it to be stereo) for the final production version
+
* Vorbis OGG format for the final production version
  
 
=Music Requirements=
 
=Music Requirements=
  
FIXME
+
{{fixme}}
  
 
= Music Engine =
 
= Music Engine =
Line 39: Line 41:
  
 
(information provided by klauss)
 
(information provided by klauss)
 +
 +
== Inserting Your Own Music ==
 +
Vega Strike allows you to use your own music files as background music within the game.
 +
 +
=== Useable File formats ===
 +
'''.MP3'''
 +
 +
'''.OGG'''
 +
 +
=== Playlist Files ===
 +
These lists contain all of the playlist files.
 +
 +
==== Planets/Stations ====
 +
* agricultural.m3u
 +
* asteroids.m3u
 +
* carribean.m3u
 +
* commerce_center.m3u
 +
* factory.m3u
 +
* ice.m3u
 +
* industrial.m3u
 +
* military.m3u
 +
* ocean.m3u
 +
* starfortress.m3u
 +
 +
==== Situations ====
 +
* aera.m3u
 +
* aerabattle.m3u
 +
* battle.m3u
 +
* galacticbattle.m3u
 +
* iso.m3u
 +
* isobattle.m3u
 +
* launch.m3u
 +
* loss.m3u
 +
* panic.m3u
 +
* peace.m3u
 +
* terran.m3u
 +
* terranbattle.m3u
 +
* unit.m3u
 +
* unit_pirate.m3u
 +
* university.m3u
 +
* victory.m3u
 +
 +
==== Menus ====
 +
* news.m3u
 +
 +
=== Playlist Format ===
 +
The Playlist format is simple.  Each playlist filename is in the format ''name''.m3u.  Within each Playlist are lines noting the location of all music files for that playlist:
 +
 +
<path to music file>
 +
<path to music file>
 +
<path to music file>
 +
 +
Example: peace.m3u:
 +
 +
../music/peace1.ogg
 +
../music/peace2.ogg
 +
../music/peace4.ogg
 +
../music/peace5.ogg
 +
../music/peace6.ogg
 +
../music/peace5_p.ogg
 +
../music/peace6_p.ogg
  
 
== Music Engine Future Plans ==
 
== Music Engine Future Plans ==
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= Voice Acting =
 
= Voice Acting =
Voice acting provides in-game voices for ship-to-ship radio transmissions, and perhaps some day for campaign fixer conversations.  Ongoing projects are discussed here http://vegastrike.sourceforge.net/forums/viewforum.php?f=29
+
Voice acting provides in-game voices for ship-to-ship radio transmissions, and perhaps some day for campaign fixer conversations.  Ongoing projects are discussed here http://forums.vega-strike.org/viewforum.php?f=29
  
 
Current voice acting projects are as follows:
 
Current voice acting projects are as follows:
  
 
* Oswald "flight tutorial" mission:  '''DONE''' by [[User:Turbo|Turbo]] for [[User:Pyramid|Pyramid]] Dec 08
 
* Oswald "flight tutorial" mission:  '''DONE''' by [[User:Turbo|Turbo]] for [[User:Pyramid|Pyramid]] Dec 08
* See below for the ship-to-ship communication list.
+
* Ship-to-ship communication:  '''ONGOING''' see below for the faction list.
 +
* In-flight entertainment (news, etc) '''ONGOING''' see [[In-Flight_Non-Musical_Audio]]
  
 
Voice acting is easy to learn and fun to do.  For instructions on voice acting, see [[User:Turbo|Turbo]]'s [http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial].
 
Voice acting is easy to learn and fun to do.  For instructions on voice acting, see [[User:Turbo|Turbo]]'s [http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial].
Line 62: Line 126:
  
 
This type of voice acting provides audio to go with the faction-specific ship to ship communications that lend fun and atmosphere to the game.   
 
This type of voice acting provides audio to go with the faction-specific ship to ship communications that lend fun and atmosphere to the game.   
 +
 +
Broadcasts are keyed to events in the game, so each line must be in a separate file.  To aid integration, the file names should clearly indicate which line it is, using the following format:
 +
 +
<FACTION>_<FIRST-FEW-WORDS-OF-TEXT>.OGG
 +
 +
Examples:
 +
  aera_lesser-being.ogg for the Aera broadcast, "The lesser being is always vanquished."  In this example, "the" was omitted from the file name.
 +
  rlaan_boring-boring.ogg for the Rlaan broacast, "Boring, boring, tiny one!  You bring us no tupperware."
 +
 +
If you only have time to make the recordings, we appreciate your help.  But if you have time to help integrate them into the game, that is even better.  A complete ship-to-ship faction communication voice acting package should include the OGG files plus the following:
 +
 +
* Documentation: a text file that names the voice artist, lists the lines spoken, and provides any technical details about how the voice was created, edited, etc, to aid future updates.
 +
* All the faction's speech, one voice line per OGG file, listed in VS/data/communications/<FACTION>.xml
 +
* '''The "bounty text" line''' from VS/data/modules/missions/bounty_leader.py, which reads: ''It appears we have something in common, privateer.  My name may be on your list, but now your name is on mine.'' This voice line's file name must be '''<faction_name>_it-appears-we-have.ogg''' in order for the code to call it dynamically. '''Please do not forget to record this line; it is not listed in the <faction>.xml file.'''
 +
* The updated <faction>.XML file that tells the game to play the sounds, by adding the SOUND FILE tag after each node's text comment and before the EDGE INDEX tag.  If the node contains two sets of text, just add two SOUND FILE tags one after the other.  Here is an example of the SOUND FILE tag and where it goes:
 +
<node text="Make room for your betters, friends. Room for your betters." relationship=".03125">
 +
<nowiki><!-- node 4(random good chatter)--></nowiki>   
 +
<sound file="communications/sounds/highborn/highborn_make-room-for.ogg" sex="0"/>
 +
<edge index="4"/>
 +
<edge index="5"/>''
 +
 +
Note: Currently the game code that assigns gender to ships does not function, but when it does and we get enough voice acting for both genders in all factions, female voices will use the tag '''SEX="1"'''
 +
 +
* If the faction is an alien language, the following additional guidelines apply:
 +
** the translator's voice should sound like a computer (flat in dynamics and pitch) while remaining clear and understandable; more on the work done up to now in the next section
 +
** The alien voice should speak for 1 second before the translator starts.  This helps the player hear the alien voice before the translator kicks in, and the delay represents the translator's need to build context before commencing translation.
 +
** When the translator is speaking, the alien voice should be muted by -7 dB to make the translator easier to understand; exact amount to mute depends somewhat on how "noisy" the alien voice is, so try higher values if -7 dB is enough.
 +
** Also provide a few alien "fixer" lines, i.e. alien jabber without the translator overlay, that we can use for randomly generated fixer conversations in bars or splice into future campaign fixers if we need them
 +
** Ideally there should be 2 versions of the package, one with the translator overlay for the English version of the game, and one without the translator so that voice actors can eventually create versions of the game in other languages.  For alien voices that were created via some mathematical or logical algorithm, include information in the documentation about how the alien voice was made, in case we need more of it later.
 +
* For communication lines which end in "[garbled]", indicating that the transmission was interrupted while the pilot was broadcasting, use a 1/2 second burst of white noise, at 70% volume, at the end of the spoken line.  One of the militia lines talks about sending data to player, so we did something similar -- a modem "negotiate connection" sound, at double normal speed.
 +
 +
File locations are as follows, so you can test your sounds and hear them in-game before submitting:
 +
* the <faction>.XML file goes in /data/communications/  (it is already there, you are just updating it with the sound files)
 +
* the <faction>_it-appears-we-have.ogg file goes in /data/sounds/missions/
 +
* the remainder of the faction ogg files go in /data/communications/<faction name>/
 +
 +
=== Faction Voice List ===
  
 
Here is the list of the production status for each faction's voice.  If a faction's "citizen" variant has the same lines as the base faction, it is not listed:
 
Here is the list of the production status for each faction's voice.  If a faction's "citizen" variant has the same lines as the base faction, it is not listed:
Line 68: Line 169:
 
* [[Faction:Andolian|Andolian]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08
 
* [[Faction:Andolian|Andolian]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08
 
* [[Faction:Andolian|Andolian Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09
 
* [[Faction:Andolian|Andolian Citizen]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09
* [[Faction:Confederation_of_Inhabited_Worlds|Confed]]  
+
* [[Faction:Confederation_of_Inhabited_Worlds|Confed]] '''DONE''' by [[User:maxaxle|maxaxle]] Oct 2012
 
* [[Faction:Dgn|Dgn]]  
 
* [[Faction:Dgn|Dgn]]  
* [[Faction:Forsaken|Forsaken]]  
+
* [[Faction:Forsaken|Forsaken]] '''IN PROGRESS''' by [[User:maxaxle|maxaxle]] Nov 2012
 
* [[Faction:Highborn|Highborn]] DRAFT by [[user:Turbo|Turbo]] is in SVN but [[User:rivalin|rivalin]] has offered to redo this faction's voice  
 
* [[Faction:Highborn|Highborn]] DRAFT by [[user:Turbo|Turbo]] is in SVN but [[User:rivalin|rivalin]] has offered to redo this faction's voice  
 
* [[Faction:Homeland_Security|Homeland Security]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09
 
* [[Faction:Homeland_Security|Homeland Security]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09
* [[Faction:Hunter|Hunter]] '''in progress''' by [[User:Turbo|Turbo]]  
+
* [[Faction:Hunter|Hunter]] '''DONE''' by [[User:Turbo|Turbo]] Feb 09
* [[Faction:Interstellar_Socialist_Organization|ISO]]  
+
* [[Faction:Interstellar Church of True Form's Return|Interstellar Church of True Form's Return]] aka Luddites
* [[Faction:Klk%27k|Klk'k]]  
+
* [[Faction:Interstellar_Socialist_Organization|ISO]] '''DONE''' except for one line, by [[User:Shadow Oblivion|Shadow Oblivion]]
 +
* [[Faction:Klk%27k|Klk'k]] in discussion here: http://forums.vega-strike.org/viewtopic.php?f=29&t=15206
 
* [[Faction:League_of_Independent_Human_Worlds|LIHW]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08
 
* [[Faction:League_of_Independent_Human_Worlds|LIHW]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Dec 08
 
* [[Faction:Mechanist|Mechanist]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09
 
* [[Faction:Mechanist|Mechanist]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09
Line 81: Line 183:
 
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09
 
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild]] '''DONE''' by [[User:CLoneWolf|CLoneWolf]] Jan 09
 
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild Citizen]] '''DONE''' by Lisa Willadsen Jan 09
 
* [[Faction:Interstellar_Shipping_and_Mercantile_Guild|Merchant Guild Citizen]] '''DONE''' by Lisa Willadsen Jan 09
* Militia '''in progress''' by Lisa Willadsen
+
* Militia '''DONE''' by Lisa Willadsen Feb 09
* Neutral
+
* Neutral:  This faction has a full range of lines, though the items said tend to be short.  We are not sure what ships or bases would use these lines.
* [[Faction:Pirates|Pirates]] are under discussion
+
* [[Faction:Pirates|Pirates]] are under discussion, but no one has offered to record them yet
* Privateer is the player's faction, we are not sure if this needs voices (wingmen perhaps?)
+
* Privateer is the player's faction; wingmen you hire can be from different factions so they use their "native" voice
* [[Faction:Purist|Purist]]
+
* [[Faction:Purist|Purist]]  
 
* [[Faction:Rlaan|Rlaan]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09
 
* [[Faction:Rlaan|Rlaan]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09
* [[Faction:Shaper|Shaper]] is in progress by Fendorin
+
* [[Faction:Shaper|Shaper]] '''DONE''' except for one line, by [[User:Fendorin|Fendorin]] Feb 09, with postproduction and XML editing by CLoneWolf
* [[Faction:Shaper|Shaper Citizen]]
+
* [[Faction:Shaper|Shaper Citizen]] (currently the same lines as the Shaper military)
 
* [[Faction:Shmrn|Shmrm]]
 
* [[Faction:Shmrn|Shmrm]]
 
* [[Faction:Uln|Uln]]
 
* [[Faction:Uln|Uln]]
 
* [[Faction:Uln|Uln Citizen]]
 
* [[Faction:Uln|Uln Citizen]]
* [[Faction:Unadorned|Unadorned]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09
+
* [[Faction:Unadorned|Unadorned]] '''DONE''' by [[User:Turbo|Turbo]] Jan 09.  Currently, the unadorned citizen uses exactly the same lines, so we use the voice set for both.
 
Broadcasts are keyed to events in the game, so each line must be in a separate fileTo aid integration, the file names must follow this format:
 
 
 
<FACTION>_<OPENING-TEXT-OF-LINE>.OGG
 
 
 
Examples:
 
  aera_lesser-being.ogg for the Aera broadcast, "The lesser being is always vanquished."
 
  rlaan_boring-boring.ogg for the Rlaan broacast, "Boring, boring, tiny one!  You bring us no tupperware."
 
 
 
A ship-to-ship factional communication voice acting package should include the following:
 
 
 
* Documentation: a text file that names the voice artist, lists the lines spoken, and provides any technical details about how the voice was created, edited, etc, to aid future updates.
 
* All the faction's speech, one voice line per OGG file, from VS/data/communications/<FACTION>.xml
 
* The "bounty text" line from VS/data/modules/missions/bounty_leader.py, which reads: ''It appears we have something in common, privateer.  My name may be on your list, but now your name is on mine.'' This voice line's file name must be '''<faction_name>_it-appears-we-have.ogg''' in order for the code to call it dynamically.
 
* The updated <faction>.XML file that tells the game to play the sounds, by adding the SOUND FILE tag after each node's text comment and before the EDGE INDEX tag.  If the node contains two sets of text, just add two SOUND FILE tags one after the other.  Here is an example of the SOUND FILE tag and where it goes:
 
<node text="Make room for your betters, friends. Room for your betters." relationship=".03125">
 
<nowiki><!-- node 4(random good chatter)--></nowiki>   
 
<sound file="communications/sounds/highborn/highborn_make-room-for.ogg" sex="0"/>
 
<edge index="4"/>
 
<edge index="5"/>''
 
Note: Currently the game code that assigns gender to ships does not function, but when it does and
 
we get enough voice acting for both genders in all factions, female voices will use the tag '''SEX="1"'''
 
 
 
* If the faction is an alien language, the following additional guidelines apply:
 
** the translator's voice should sound flat in dynamics and pitch, while remaining clear and understandable; more on that in the next section
 
** The alien voice should speak for 1 second before the translator starts
 
** When the translator is speaking, the alien voice should be muted by -7 Db to make the translator easier to understand
 
** Also provide one or more alien "fixer" lines, without the translator overlay, that we can use for randomly generated fixer conversations in bars
 
** Ideally there should be 2 versions of the package, one with the translator overlay for the English version of the game, and one without the translator so that voice actors can eventually create versions of the game in other languages.  For alien voices that were created via some mathematical or logical algorithm, include information in the documentation about how it was done.
 
* For communication lines which end in "[garbled]", indicating that the ship was destroyed while the pilot was broadcasting, use a 1/2 second burst of white noise, at 70% volume, at the end of the spoken line.
 
  
 
== Creating the Voice for the Ship's Translator ==
 
== Creating the Voice for the Ship's Translator ==
  
For aliens which speak a non-human language, the ship's translator will provice a "voice-over" of the alien speech.  To make the alien speech easier to hear for gameplay immersion, and to account for differences in grammar, the translator voice-over begins one second after the alien voice broadcast.
+
For aliens which speak a non-human language, the ship's translator will provide a "voice-over" of the alien speech.  To make the alien speech easier to hear for gameplay immersion, and to account for differences in grammar, the translator voice-over begins one second after the alien voice broadcast.
  
Some translator lines are the same for all the alien races.  [[User:Turbo|Turbo]] already created those and posted them in the Aera thread http://vegastrike.sourceforge.net/forums/viewtopic.php?f=29&t=13311.  What remains to be decided is whether all the translator voices should sound the same.
+
Some translator lines are the same for all the alien races.  [[User:Turbo|Turbo]] already created those and posted them in the Aera thread http://forums.vega-strike.org/viewtopic.php?f=29&t=13311.  What remains to be decided is whether all the translator voices should sound the same.
  
 
This took some experimentation to get a good result.  Our first attempt used MicroSoft Narrator's "Michael."  MS Narrator's voice meets the criteria for a cold soulless machine voice, but he was too hard to understand.  We also tried applying a "vocoder" to a human voice, but it was also difficult to understand.  What we settled on, to represent 1200 years of voice-generation and translation technology, was the following:
 
This took some experimentation to get a good result.  Our first attempt used MicroSoft Narrator's "Michael."  MS Narrator's voice meets the criteria for a cold soulless machine voice, but he was too hard to understand.  We also tried applying a "vocoder" to a human voice, but it was also difficult to understand.  What we settled on, to represent 1200 years of voice-generation and translation technology, was the following:
Line 137: Line 209:
 
* apply a low pass filter for 15K Hz, other values default
 
* apply a low pass filter for 15K Hz, other values default
 
* apply a high pass filter for 1000 Hz, others default
 
* apply a high pass filter for 1000 Hz, others default
* apple the leveller (heaviest setting)
+
* apply the leveller (heaviest setting)
 
* if desired, adjust pitch
 
* if desired, adjust pitch
 
* if desired, repeat the click removal, filters, and leveller again
 
* if desired, repeat the click removal, filters, and leveller again
Line 146: Line 218:
  
 
== Creating Alien Voices ==
 
== Creating Alien Voices ==
A subset of voice acting is the creation of alien voices.  The short tutorial below describes how [[User:Turbo|Turbo]] created the voices for the Aera ship-to-ship communication.
+
A subset of voice acting is the creation of alien voices.  The short tutorial below describes how [[User:Turbo|Turbo]] created the voices for the Aera and Rlaan ship-to-ship communication.
  
This is the process I used to create alien-sounding speech without actually developing a language. If someone wants to do this for another race, please do, and start a new thread in http://vegastrike.sourceforge.net/forums/viewforum.php to get feedback on your work.   
+
This is the process I used to create alien-sounding speech without actually developing a language. If someone wants to do this for another race, please do, and start a new thread in http://forums.vega-strike.org/viewforum.php to get feedback on your work.   
  
 
To begin, you should look at my voice acting tutorial to get some basics about sound editing tools and how to use them:
 
To begin, you should look at my voice acting tutorial to get some basics about sound editing tools and how to use them:
 
http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial
 
http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial
  
The aera speech is based on humpback whale songs I found on the Internet. I used whales because they came to mind when I read that aera have vocal resonators ([[Artstyle_guide:Aeran]]) in their heads, instead of vocal cords in their throats.  I plan to use insect sounds for the Rlaan.  Other alien races' speech could be created with similar techniques, using different animal sounds or your own voice as the basis for each species.  I modified the raw whale sounds by removing noise and clicks, then adjusting the tempo to 350% and the pitch down an octave.  Audacity makes this easy.  For example a tempo change in Audacity will not change the pitch, so you avoid the "Alvin and the Chipmunks" effecct. Then I saved the individual bits of modified whale sound into different files so I had a variety of tones, growls, and grunts from which to choose.  
+
The aera speech is based on humpback whale songs I found on the Internet. I used whales because they came to mind when I read that aera have vocal resonators ([[Artstyle_guide:Aeran]]) in their heads, instead of vocal cords in their throats.  I plan to use insect sounds for the Rlaan.  Other alien races' speech could be created with similar techniques, using different animal sounds or your own voice as the basis for each species.  I modified the raw whale sounds by removing noise and clicks, then adjusting the tempo to 350% and the pitch down an octave.  Audacity makes this easy.  For example a tempo change in Audacity will not change the pitch, so you avoid the "Alvin and the Chipmunks" effect. Then I saved the individual bits of modified whale sound into different files so I had a variety of tones, growls, and grunts from which to choose.  
  
 
The Rlaan voice was a combination of 3 different insect noises, reduced in pitch by different amounts, and DTMF tones (using the first 8-12 letters of the translated line) adjusted in pitch by -87%.  These 4 tracks were split among the left and right stereo channels to simulate Rlaan having 4 mouths spaced several feet apart.
 
The Rlaan voice was a combination of 3 different insect noises, reduced in pitch by different amounts, and DTMF tones (using the first 8-12 letters of the translated line) adjusted in pitch by -87%.  These 4 tracks were split among the left and right stereo channels to simulate Rlaan having 4 mouths spaced several feet apart.
Line 160: Line 232:
  
 
Finally, deamplify the aera speech by -3 to -7 Db, whever sounds good without making the translator difficult to hear.  Do this by selecting that track and the Amplify command.  Then, unmute the translator, and listen to the alien voice and translator together. Make any final edits to the alien speech. If you can play the result with your eyes closed and understand the translator, while being aware of the alien voice behind it, you have it right.
 
Finally, deamplify the aera speech by -3 to -7 Db, whever sounds good without making the translator difficult to hear.  Do this by selecting that track and the Amplify command.  Then, unmute the translator, and listen to the alien voice and translator together. Make any final edits to the alien speech. If you can play the result with your eyes closed and understand the translator, while being aware of the alien voice behind it, you have it right.
 +
 +
== Voice Acting Uploads ==
 +
Once you have created a voice set, compress it into a ZIP file and upload it to the web, then post a link in the [http://forums.vega-strike.org/viewforum.php?f=29| Music and Sound forum] to get everyone's comments.  If you do not have web space of your own, we have an FTP site that you can use.  The public URL for downloads is http://www.willadsenfamily.org/VSvoice but to get upload access, go to the VS forums and send a PM to [[User:Turbo|Turbo]] or [[User:Loki1950|Loki]].
 +
 +
Once files have been tested, [[User:Turbo|Turbo]] can commit them to SVN.

Latest revision as of 22:27, 8 January 2013

Introduction

Thes guidelines standardize the sound and music in order to achieve equal quality for different contributions throughout the game. This standards are applicable for:

  • music
  • voices for intership radio transmissions, and perhaps campaign fixers
  • other sounds

For information on the broadcast project, in which we hope to emulate radio-station-like entertainment in addition to music, see In-Flight_Non-Musical_Audio

Sound Requirements

The following quality settings apply:

  • 22kHz sample rate
  • Mono for voices and for sound effects that have no associated location
  • Stereo for music, composite (music plus other sounds) and for sound effects that have a location relative to the listener
  • Vorbis OGG format for the final production version

Music Requirements

FIXME

Music Engine

The soundserver (integrated in VS) handles playing songs, while the Vega Strike engine handles sequencing them using the defined playlists (which are selected according to the situation by dj_lib.py).

The soundserver uses SDL to play them, which supports .mp3, .ogg, .wav, I don't think it supports flac (perhaps on Windows), and it does support .mid (but I have the feeling it will get dropped, at least temporarily, during the soundsystem rewrite, as supporting midi with only OpenAL is simply impossible - we'll get something later, though, don't despair).

.m3u lists are just like winamp lists, which are a bunch of files, each on its own line (relative paths are computed against where soundserver.exe is, which is usually inside the bin folder - and usually you want to always say ../music/something ), and you can add comments (on their own line, I don't think it works on the same line) by starting the line with '#'.

Playlists are stored in the user-data folder (usually under ~/.vegastrike), inside their own folder hierarchy (~/.vegasrtike/playlists). Inside playlists, you may find additional grouping, by situation:

  • battle
  • peace
  • threat

Inside each, you'll find a playlist for each faction. Usually, the faction is selected according to the system owner at the time battle/threat/peace happens, though inside peace you'll have also around_sig and away, which get selected according to whether you are near a significant unit (base or planet - dockable) or not. That all gets configured in dj_lib.py, so if you add playlists, you have to add them to dj_lib.py as well - I doubt anyone will have to add playlists, though.

Inside playlists, you can (currently - until the extension commands get added) bias the frequency of some tracks by simply repeating them on the playlist. The engine will avoid playing the same track over and over, having a record of recently played tracks.

(information provided by klauss)

Inserting Your Own Music

Vega Strike allows you to use your own music files as background music within the game.

Useable File formats

.MP3

.OGG

Playlist Files

These lists contain all of the playlist files.

Planets/Stations

  • agricultural.m3u
  • asteroids.m3u
  • carribean.m3u
  • commerce_center.m3u
  • factory.m3u
  • ice.m3u
  • industrial.m3u
  • military.m3u
  • ocean.m3u
  • starfortress.m3u

Situations

  • aera.m3u
  • aerabattle.m3u
  • battle.m3u
  • galacticbattle.m3u
  • iso.m3u
  • isobattle.m3u
  • launch.m3u
  • loss.m3u
  • panic.m3u
  • peace.m3u
  • terran.m3u
  • terranbattle.m3u
  • unit.m3u
  • unit_pirate.m3u
  • university.m3u
  • victory.m3u

Menus

  • news.m3u

Playlist Format

The Playlist format is simple. Each playlist filename is in the format name.m3u. Within each Playlist are lines noting the location of all music files for that playlist:

<path to music file>
<path to music file>
<path to music file>

Example: peace.m3u:

../music/peace1.ogg
../music/peace2.ogg
../music/peace4.ogg
../music/peace5.ogg
../music/peace6.ogg
../music/peace5_p.ogg
../music/peace6_p.ogg

Music Engine Future Plans

Eventually, we'll add sequencing commands to playlists, disguised as special comments (probably '#!<command>') - that will allow us to specify a bayesian network for the tracks, with (potentially) custom transition - that means, each track can have a certain subset of tracks follow it, with a certain assigned probability. That's not that far in the future, it needs not wait for the rewrite, as it's doable as an enhancement to the current engine.

(information provided by klauss)

Voice Acting

Voice acting provides in-game voices for ship-to-ship radio transmissions, and perhaps some day for campaign fixer conversations. Ongoing projects are discussed here http://forums.vega-strike.org/viewforum.php?f=29

Current voice acting projects are as follows:

  • Oswald "flight tutorial" mission: DONE by Turbo for Pyramid Dec 08
  • Ship-to-ship communication: ONGOING see below for the faction list.
  • In-flight entertainment (news, etc) ONGOING see In-Flight_Non-Musical_Audio

Voice acting is easy to learn and fun to do. For instructions on voice acting, see Turbo's tutorial.

Fixer Voice Lines

Eventually, as campaign missions are written and finalized, we hope to produce voice acting for them.

Ship to Ship Radio Communication

This type of voice acting provides audio to go with the faction-specific ship to ship communications that lend fun and atmosphere to the game.

Broadcasts are keyed to events in the game, so each line must be in a separate file. To aid integration, the file names should clearly indicate which line it is, using the following format:

<FACTION>_<FIRST-FEW-WORDS-OF-TEXT>.OGG

Examples:

 aera_lesser-being.ogg for the Aera broadcast, "The lesser being is always vanquished."  In this example, "the" was omitted from the file name.
 rlaan_boring-boring.ogg for the Rlaan broacast, "Boring, boring, tiny one!  You bring us no tupperware."

If you only have time to make the recordings, we appreciate your help. But if you have time to help integrate them into the game, that is even better. A complete ship-to-ship faction communication voice acting package should include the OGG files plus the following:

  • Documentation: a text file that names the voice artist, lists the lines spoken, and provides any technical details about how the voice was created, edited, etc, to aid future updates.
  • All the faction's speech, one voice line per OGG file, listed in VS/data/communications/<FACTION>.xml
  • The "bounty text" line from VS/data/modules/missions/bounty_leader.py, which reads: It appears we have something in common, privateer. My name may be on your list, but now your name is on mine. This voice line's file name must be <faction_name>_it-appears-we-have.ogg in order for the code to call it dynamically. Please do not forget to record this line; it is not listed in the <faction>.xml file.
  • The updated <faction>.XML file that tells the game to play the sounds, by adding the SOUND FILE tag after each node's text comment and before the EDGE INDEX tag. If the node contains two sets of text, just add two SOUND FILE tags one after the other. Here is an example of the SOUND FILE tag and where it goes:
<node text="Make room for your betters, friends. Room for your betters." relationship=".03125">
<!-- node 4(random good chatter)-->     
<sound file="communications/sounds/highborn/highborn_make-room-for.ogg" sex="0"/>
	<edge index="4"/>
	<edge index="5"/>

Note: Currently the game code that assigns gender to ships does not function, but when it does and we get enough voice acting for both genders in all factions, female voices will use the tag SEX="1"

  • If the faction is an alien language, the following additional guidelines apply:
    • the translator's voice should sound like a computer (flat in dynamics and pitch) while remaining clear and understandable; more on the work done up to now in the next section
    • The alien voice should speak for 1 second before the translator starts. This helps the player hear the alien voice before the translator kicks in, and the delay represents the translator's need to build context before commencing translation.
    • When the translator is speaking, the alien voice should be muted by -7 dB to make the translator easier to understand; exact amount to mute depends somewhat on how "noisy" the alien voice is, so try higher values if -7 dB is enough.
    • Also provide a few alien "fixer" lines, i.e. alien jabber without the translator overlay, that we can use for randomly generated fixer conversations in bars or splice into future campaign fixers if we need them
    • Ideally there should be 2 versions of the package, one with the translator overlay for the English version of the game, and one without the translator so that voice actors can eventually create versions of the game in other languages. For alien voices that were created via some mathematical or logical algorithm, include information in the documentation about how the alien voice was made, in case we need more of it later.
  • For communication lines which end in "[garbled]", indicating that the transmission was interrupted while the pilot was broadcasting, use a 1/2 second burst of white noise, at 70% volume, at the end of the spoken line. One of the militia lines talks about sending data to player, so we did something similar -- a modem "negotiate connection" sound, at double normal speed.

File locations are as follows, so you can test your sounds and hear them in-game before submitting:

  • the <faction>.XML file goes in /data/communications/ (it is already there, you are just updating it with the sound files)
  • the <faction>_it-appears-we-have.ogg file goes in /data/sounds/missions/
  • the remainder of the faction ogg files go in /data/communications/<faction name>/

Faction Voice List

Here is the list of the production status for each faction's voice. If a faction's "citizen" variant has the same lines as the base faction, it is not listed:

Creating the Voice for the Ship's Translator

For aliens which speak a non-human language, the ship's translator will provide a "voice-over" of the alien speech. To make the alien speech easier to hear for gameplay immersion, and to account for differences in grammar, the translator voice-over begins one second after the alien voice broadcast.

Some translator lines are the same for all the alien races. Turbo already created those and posted them in the Aera thread http://forums.vega-strike.org/viewtopic.php?f=29&t=13311. What remains to be decided is whether all the translator voices should sound the same.

This took some experimentation to get a good result. Our first attempt used MicroSoft Narrator's "Michael." MS Narrator's voice meets the criteria for a cold soulless machine voice, but he was too hard to understand. We also tried applying a "vocoder" to a human voice, but it was also difficult to understand. What we settled on, to represent 1200 years of voice-generation and translation technology, was the following:

  • record all the translator lines in a flat, emotionless voice
  • edit out unwanted noises like lip smacking, breathing, etc
  • apply noise removal and click removal effects
  • apply a low pass filter for 15K Hz, other values default
  • apply a high pass filter for 1000 Hz, others default
  • apply the leveller (heaviest setting)
  • if desired, adjust pitch
  • if desired, repeat the click removal, filters, and leveller again
  • make other edits as required
  • amplify to full volume

The effect of all these transformations, including the repeated ones, is to make the translator's voice as clear as possible but still sound a bit mechanical. You can separate each translator line into a separate file for editing, or keep them in one larger file and cut and paste the translations into the individual alien voice lines.

Creating Alien Voices

A subset of voice acting is the creation of alien voices. The short tutorial below describes how Turbo created the voices for the Aera and Rlaan ship-to-ship communication.

This is the process I used to create alien-sounding speech without actually developing a language. If someone wants to do this for another race, please do, and start a new thread in http://forums.vega-strike.org/viewforum.php to get feedback on your work.

To begin, you should look at my voice acting tutorial to get some basics about sound editing tools and how to use them: http://www.willadsenfamily.org/us/don/ttlg/voice/va_tutorial.htm tutorial

The aera speech is based on humpback whale songs I found on the Internet. I used whales because they came to mind when I read that aera have vocal resonators (Artstyle_guide:Aeran) in their heads, instead of vocal cords in their throats. I plan to use insect sounds for the Rlaan. Other alien races' speech could be created with similar techniques, using different animal sounds or your own voice as the basis for each species. I modified the raw whale sounds by removing noise and clicks, then adjusting the tempo to 350% and the pitch down an octave. Audacity makes this easy. For example a tempo change in Audacity will not change the pitch, so you avoid the "Alvin and the Chipmunks" effect. Then I saved the individual bits of modified whale sound into different files so I had a variety of tones, growls, and grunts from which to choose.

The Rlaan voice was a combination of 3 different insect noises, reduced in pitch by different amounts, and DTMF tones (using the first 8-12 letters of the translated line) adjusted in pitch by -87%. These 4 tracks were split among the left and right stereo channels to simulate Rlaan having 4 mouths spaced several feet apart.

Once you have the alien voice lines created, open each translator's line one at a time. Mute the translator's speech so it will be silent while you work with the alien speech. Import the alien speech bits into a separate track of the same file. For the Aera I used tones to represent positive feelings, growls for negative feelings, and grunts as modifiers. Different aliens may do it differently. Change some individual parts to add variety: change pitch here or there, reverse a few parts if it sounds good, and add silence. It is best to do this with the (muted) translator speech on the screen so you can see how the patterns line up, and it is easy to select a few seconds and play it to see what it sounds like without the voice over the top. For silent portions of the translator speech, put a particularly interesting part of the alien speech there. If the translator is difficult to understand for a particular word, make the alien speech pause at that time. There is no reason an alien language would have the same tempo as its translation. The translator and alien can be approximately the same length, because when you go with the final OGG format both will be mixed into stereo anyhow.

Finally, deamplify the aera speech by -3 to -7 Db, whever sounds good without making the translator difficult to hear. Do this by selecting that track and the Amplify command. Then, unmute the translator, and listen to the alien voice and translator together. Make any final edits to the alien speech. If you can play the result with your eyes closed and understand the translator, while being aware of the alien voice behind it, you have it right.

Voice Acting Uploads

Once you have created a voice set, compress it into a ZIP file and upload it to the web, then post a link in the Music and Sound forum to get everyone's comments. If you do not have web space of your own, we have an FTP site that you can use. The public URL for downloads is http://www.willadsenfamily.org/VSvoice but to get upload access, go to the VS forums and send a PM to Turbo or Loki.

Once files have been tested, Turbo can commit them to SVN.