View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0000883 | FSSCP | speech | public | 2006-04-19 14:32 | 2006-05-21 05:43 |
| Reporter | ARSPR | Assigned To | |||
| Priority | normal | Severity | minor | Reproducibility | always |
| Status | closed | Resolution | open | ||
| Platform | P4 HT, 1.5 GB RAM, R9800Pro 128 | OS | Windows | OS Version | XP SP2 |
| Summary | 0000883: Wrong speech timing with time factor if it is voiced. | ||||
| Description | I have just noticed that if you have a voiced mod/campaign, speech showing waits till each sound has been fully played to show/play next sentence. In this way if you use a time factor and the voice sounds doesn't have enough time to play, all your speech gets a delay. And this can cause things like someone saying "Oh no the GTD WhatEver is going to depart!" six minutes after its departure. I attach a zip with four Message windows for a voiced and a non-voiced mission taken at normal speed and at x2 speed. You can see how voiced ones are different, but not non-voiced ones. | ||||
| Additional Information | I think speech should be interrupted if there's no room for it so, if something is programmed to play at 1:35, it will always play at 1:35, stoping the previous sentence if necesary. Or if you are really brave you can code playing speed increasing ... ;) (And then we, all FS2 users, will have to pay you a statue in the city of your election). | ||||
| Tags | No tags attached. | ||||
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2006-04-19 14:32
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The same sort of thing happens with in-game WAVs. I don't think voice is handled any differently. |
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Closing. |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2006-04-19 14:32 | ARSPR | New Issue | |
| 2006-04-19 14:32 | ARSPR | File Added: Messages.zip | |
| 2006-04-19 19:38 | Goober5000 | Note Added: 0005344 | |
| 2006-05-21 05:43 | Goober5000 | Status | new => closed |
| 2006-05-21 05:43 | Goober5000 | Note Added: 0005551 |