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IDProjectCategoryView StatusLast Update
0000883FSSCPspeechpublic2006-05-21 05:43
ReporterARSPR Assigned To 
PrioritynormalSeverityminorReproducibilityalways
Status closedResolutionopen 
PlatformP4 HT, 1.5 GB RAM, R9800Pro 128OSWindowsOS VersionXP SP2
Summary0000883: Wrong speech timing with time factor if it is voiced.
DescriptionI 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 InformationI 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).
TagsNo tags attached.

Activities

2006-04-19 14:32

 

Messages.zip (642,370 bytes)

Goober5000

2006-04-19 19:38

administrator   ~0005344

The same sort of thing happens with in-game WAVs. I don't think voice is handled any differently.

Goober5000

2006-05-21 05:43

administrator   ~0005551

Closing.

Issue History

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