Suggestion: Make Radio Com sound a bit more Radio like
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“mic click” are not always heared on the radio IRL
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People want to keep 8 bit 22khz radio voices? LMAO…
Are you guys also running 640x480 in 3D for that “classic” experience?
show something better, because TTS sounds like garbage LOL…
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Depends on the TTS in question.
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Adding clicks or radio noise at start and end isn’t possible because some fragments are single words and numbers.
ie. Raven 6 2 would be 3 samples one for “Raven”, one for “six” and one for “two”. You would have open noises between words and numbers in a single phrase which doesn’t work.
Only the code would be able to insert fx before/after each phrase because it’s aware of the order of what clips would be triggered.
That’s what I meant. Adding mic open and mic close as “new words” in the code.
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FYI the code does insert a little sample before and after each sentence. It is subtle but it is there.
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FYI the code does insert a little sample before and after each sentence. It is subtle but it is there.
which are the related strings or wave files?
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This are 2 examples, I might review my thoughts but I think it can be done using IVC effects.
https://www.dropbox.com/s/necirko2f0q24yh/examples.rar?dl=0- IVC effects are in wav files so I’ve used them ( can be found in IVC folder )
HQ-noise-48kHz.wav
mic_in.wav
mic_out.wav
opencircuit.wav-
I’ve added this effects to original files with AUDACITY ( can be done massively to all files )
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BMS just link wav files to each other to create phrases so , to obtain a similar method to IVC , it can be done like that
ch 1 - (open mic wav) + wav 1 + wav 2 + wav 3 + wav 4 + ( close mic wav )
ch 2 - –----------------------Open circuit wav ------------------------------------
ch 3 - ------------------------HQ-noise-48kHz.wav--------------------------------the only problem is to repeat background waves and cut them when original phrase is ended - can it be done?
That filter sounds good beppe_goodoldrebel.
- I’ve added this effects to original files with AUDACITY ( can be done massively to all files )
Where is that effect located in Audacity?
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That filter sounds good beppe_goodoldrebel.
Where is that effect located in Audacity?
In the Effect menu, apply all in the same order :
-> highpass
-> lowpass
-> amplifyThe pic is relative to the macro I made so many effects can be added with just a click.
Note that in that 2 clips I’ve also added the 2 radio noises from IVC.
This cant be done like massively like Khronik said before, the risk is having pauses between words.
They should be added in the code as a parallel loop in the radio transmission and stopped at the end of the close click. -
… mmm … I don’t know how to make macros.
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No promises … but I can give a try locally.
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If it helps. I’ve already toyed with what you guys are trying to do by adding compression, bandpass and random noise via scripting.
It sounds great until you listen in the sim. The 8bit 22khz limitation loses any extra detail that is added by post processing, not to mention if you make the clips too loud (ie normalized) the audio engine starts clipping due to lack of headroom.
Maybe you will get better results than I did, but the limiting factor which made me abandon this type of mod was the bit rate and sample rate you are forced to dither to, and ultimately how it sounded in-game.
On a side note, I’ve been a sound engineer for more than 14 years and I have access to equipment way out of the budget of most end users.
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So Khronik, you think it dosen’t worth the effort? … Maybe I will just try on one or two frags just to try (personal culture)
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IVC uses 16 bit. When I mentioned that I didn’t think it was worth porting the effects code from that (which does things along the lines that Khronik is talking about only parameterized and attenuated based on radio signal propagation theory) the fact that the sound engine that handles AI voice can only handle 8-bit was the biggest thing that stopped me…changing the engine is a much bigger job.
Just to circle back one last time to the TTS thing that various people are advocating or harshing on, from what I’ve seen of the “good” systems that can potentially be made to work for our use case, they seem to be computationally prohibitive in terms of overhead to run them, given the context of limited processing budget we have for in-game usage. Unless or until that changes, and non-commercial and “good” can appear in the same sentence, putting a TTS engine into the game code for real time use for anything other than the ATIS kind of use really isn’t viable…this is why I think using it as a tool to assist in curation of canned sound is the smartest use of TTS for now…in a computationally constrained environment it is generally better to burden external tools with pre-processing kinds of task to avoid runtime overhead.
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So Khronik, you think it dosen’t worth the effort? … Maybe I will just try on one or two frags just to try (personal culture)
Never hurts to try.
If you do attempt to apply FX on a large scale the most challenging part to automate is the zero crossings on start and end of the clip.
If the final waveform with applied FX does not start at 0 and end at 0 level, there will be audible clicks when they are triggered.
This is more noticeable when phrases with multiple samples are used.
Using SOX and scripting language I managed to get around this.
(Hint - Need to apply a very steep fade in & fade out, within a few milliseconds for each rendered clip. If the fades are too long you will hear ramping of the FX applied and it sounds very un-natural / un-realisitic.)
Unfortunately in the end it didn’t sound that great in game and/or was just not a big enough improvement so went down the TTS path instead.
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It sounds great until you listen in the sim. The 8bit 22khz limitation loses any extra detail that is added by post processing, not to mention if you make the clips too loud (ie normalized) the audio engine starts clipping due to lack of headroom.
You can actually export wave in 8-bit with Audacity…
https://forum.audacityteam.org/viewtopic.php?t=16735
Worth a try