
Radio
#1
Posted 24 November 2002 - 06:32 PM
#2
Posted 24 November 2002 - 06:56 PM


#3
Posted 24 November 2002 - 08:32 PM
#4
Guest_Guest_*
Posted 24 November 2002 - 10:31 PM

But yeah, I was wondering if there would be any sort of unit responses. That could prove to be both funny and annoying. o_O
#5
Posted 24 November 2002 - 10:36 PM
#6
Posted 01 May 2003 - 06:12 AM
#7
Posted 01 May 2003 - 08:17 AM
#8
Guest_drewid_*
Posted 01 May 2003 - 08:37 AM
What about localisation? We should be OK for a Swedish version. ;D
Male and female as well.
#9
Posted 01 May 2003 - 08:54 AM

#10
Guest_drewid_*
Posted 01 May 2003 - 08:59 AM
It has to be said localisation is a complete nightmare.
especially if you want it to sound good.
Written stuff is still a pain, but it's a little easier.
#11
Posted 01 May 2003 - 09:11 AM

#12
Guest_drewid_*
Posted 01 May 2003 - 09:48 AM

Very true
#13
Posted 01 May 2003 - 10:54 AM
#14
Posted 01 May 2003 - 10:57 AM
Yes, it would be cool, but it throws the whole concept of using the radio messages to get information overboard. Not everyone understands "Alien spotted" in Russian.
#15
Posted 02 May 2003 - 08:43 AM

"Achtung Achtung (no idea what the german word for alien is)"
Sounds of plasma fire.
Sounds of German soldier dying

It is a good idea have reactionary sounds but we should avoid going overboard on it. I'd hate to have a situation where every time a player clicks on a unit it replies "yes boss" or something similar. It got annoying in RTS games every time a unit was selected. Apart from that it wouldn't fit in with the abstract nature of the turn based game.
Voice acting (if done right) would sound amazing if there was a replay function on the end of mission page, like in Gran turismo where the player can watch the whole battle unfold in realtime with voices and such, but that is something for the wishlist.
#16
Posted 02 May 2003 - 09:04 AM
"Alien Spotted"... Well not only this. I was thinking about something like saying "KURWA!" (very nasty polish swore) when hit by alien or see much of 'em = situtation is getting hard. It could be connected with soldier's characteristics (calm one would just say 'Alien Spotted' but other one, with lower morale, could say "OMG!" or something such)"and even greater to tell something in native language "
Yes, it would be cool, but it throws the whole concept of using the radio messages to get information overboard. Not everyone understands "Alien spotted" in Russian.
Still I'm not sure is it possible (well, I'm not project member so maybe I should just shut up?

#17
Posted 02 May 2003 - 10:08 AM
I think all ideas suggested are great. Here is summary of what I saw:
- unit is saying something when he/she is clicked
- unit is saying something when he/she is spotted an alien
- different voices are used: male and female. if possible each unit speaks with some accent depending of his/her origination (russian, japanese, afro-american)
- there will be number of sounds for the single unit, so they will not be repeated too often.
- internation units should say something in their original language.
I do not think that units should swear unless we want to be rated R (using KURWA in Poland will sure get the game that rating).
#18
Posted 02 May 2003 - 10:16 AM
Eh... the agents are in a life-and-death situation, don't you think that it's resonable that they swear once in a while?
I personaly don't have a problem with an R rating on the game

#19
Posted 02 May 2003 - 10:31 AM
Edited by Anglachel, 02 May 2003 - 10:32 AM.
#20
Posted 02 May 2003 - 10:41 AM
I do not have problem with swearing, I agree it will add reality to the game."I do not think that units should swear"
Eh... the agents are in a life-and-death situation, don't you think that it's resonable that they swear once in a while?
I personaly don't have a problem with an R rating on the game

I just wanted to mention that it will affect game rating and that is something I did not see discussed on the threads yet...
#21
Posted 03 May 2003 - 05:42 AM
Mamutas, warcraft is a different genre to xcom. I agree the voices in that game did make it better, but that doesn't mean that xenocide would be any better for it. Having soldiers replying and talking all over the place will spoil the forboding atmosphere that made xcom so successful.
If we are going to have any unit voices I think it should only be in response to really important events like spotting an alien or going beserk or panicking or dying. The soldiers are meant to be elite special forces that hav been transferred to xenocide. They aren't going to say anything unless it is really needed.
#22
Posted 03 May 2003 - 06:43 AM
Only have talking when it fits in to the high-tension style for eg.
Gasps,

Have them yelling and screaming some gibberish when they go berserk with blaster fire sounds over top
Whimpering when they panic etc.
#23
Posted 03 May 2003 - 09:50 AM
#24
Posted 03 May 2003 - 01:52 PM
Im not sure are they really special forces, at least in original game. Commando with 10 bravery? Aw c'mon...We'll probably keep swearing out of it but not for reasons of censorship. People of all ages should be able to enjoy this game and we'd be potentially cutting off some of the younger players if their parents decided that because the game has strong language in it, they can't play it.
Mamutas, warcraft is a different genre to xcom. I agree the voices in that game did make it better, but that doesn't mean that xenocide would be any better for it. Having soldiers replying and talking all over the place will spoil the forboding atmosphere that made xcom so successful.
If we are going to have any unit voices I think it should only be in response to really important events like spotting an alien or going beserk or panicking or dying. The soldiers are meant to be elite special forces that hav been transferred to xenocide. They aren't going to say anything unless it is really needed.
There could be language filter like in Fallout series. (Ofcourse I don't think it's a good argument, but my only at the moment). And I've got some stupid Idea here. Release it in a silent version, with polite, nice, silent boys around, and prepare chat version patch wchich would be adding rest of stuff.
#25
Posted 03 May 2003 - 03:12 PM
That way you could watch (in slow motion)as your Laser beam smacks right into the alien scum... :laser:
That was a great idea Deimos!!!
#26
Posted 03 May 2003 - 06:47 PM


#27
Posted 03 May 2003 - 07:02 PM
Hey -Im not sure are they really special forces, at least in original game. Commando with 10 bravery? Aw c'mon...
In responce to the comment about 10 bravery. Yes, that is low, but these were soilders trained to fight and die on and in and against the realm of Earth. They are no longer is this position of security, no longer masters of their domains. I think its reasonable to assume that they need to start their courage and bravery from scratch, or at least from a lower level than when they fought Earth-based foes. Courage against the known, and that which you have trained for, is one thing...
I just think its safe to assume that the unknown they now face adds a little more...want...to their level of bravery than actual...ability. But as they become better acquanted with the situation it makes sense that they become more courageous.
I think it might be interesting to correlate the level of radio chatter, of the non-official type, to the bravery level they possess.
Gold
Rule #33:
Celatid venom is a paralytic nerve toxin, not 'happy juice".
---

#28
Posted 03 May 2003 - 10:06 PM
In response to the comment about 10 bravery. Yes, that is low, but these were soldiers trained to fight and die on and in and against the realm of Earth. They are no longer is this position of security, no longer masters of their domains. I think its reasonable to assume that they need to start their courage and bravery from scratch, or at least from a lower level than when they fought Earth-based foes. Courage against the known, and that which you have trained for, is one thing...
I agree. It's like H. P. Lovecraft..."The oldest and most powerful emotion of mankind is fear, and the greatest fear is fear of the unknown." I'm specifically thinking of the Call of Cthulhu RPG, with Sanity points that get drained by encounters with Alien Things. They're so alien that they get past your defenses, and can reduce the toughest drill sergeant to a quivering wreck...
...oh, wait. Lovecraft doesn't come in till the second game. My bad.

Anyway, I like the idea of a little bit of radio chatter. Though perhaps not to the level of every time you click on a unit. If each unit gets a randomly assigned "voice", of which there are several...and each voice has several sayings for each occasion...and the sayings are played randomly, with certain ones being more common than others...it wouldn't get repetitive for quite a while. (I hope.)
Also, visualize this: You're playing for the first time, you've down a UFO, your agents at the site sneak into a deserted barn, but there has been no radio chatter as yet...when suddenly "OH MY GOD WHAT'S THAT!" and your squaddie fires his entire clip in a frenzy!
With any luck, it'll at least surprise the player.

#29
Posted 04 May 2003 - 01:16 AM
#30
Guest_drewid_*
Posted 04 May 2003 - 08:58 AM
Perhaps the average person is a 5

Slo mo - cool idea. shouldn't be too hard to do either.
Borderline v1, but soo easy...hmmm...
SAS are trained to be silent going into places. Once the shooting starts there's not much point in being too quiet,
except to avoid giving away your position, and confusing your team mates with useless chatter.
#31
Posted 04 May 2003 - 01:57 PM
Deimos,We'll probably keep swearing out of it but not for reasons of censorship. People of all ages should be able to enjoy this game and we'd be potentially cutting off some of the younger players if their parents decided that because the game has strong language in it, they can't play it.
Mamutas, warcraft is a different genre to xcom. I agree the voices in that game did make it better, but that doesn't mean that xenocide would be any better for it. Having soldiers replying and talking all over the place will spoil the forboding atmosphere that made xcom so successful.
If we are going to have any unit voices I think it should only be in response to really important events like spotting an alien or going beserk or panicking or dying. The soldiers are meant to be elite special forces that hav been transferred to xenocide. They aren't going to say anything unless it is really needed.
I do not suggest to copy Warcraft, but I wished all the time that the soldiers would talk back to me while I was playing original game.
I am not saying that there should be chatter all the time. No. Indeed, I proposed something similar like you stated: they should say something in response to an action - in ones you have mentioned and maybe possibly during using some weapons (for example, 'Grenade is out'. I think in US army soldier must say it).
Anyway, this is easily chageable. I would suggest to implement voices for some most important actions first and then add more later.
#32
Posted 04 May 2003 - 04:28 PM
Looks like we agree hereI do not suggest to copy Warcraft, but I wished all the time that the soldiers would talk back to me while I was playing original game.
I am not saying that there should be chatter all the time. No. Indeed, I proposed something similar like you stated: they should say something in response to an action - in ones you have mentioned and maybe possibly during using some weapons (for example, 'Grenade is out'. I think in US army soldier must say it).
Anyway, this is easily chageable. I would suggest to implement voices for some most important actions first and then add more later.

I think the saying is "Fire in the hole" when throwing a grenade, not sure though. I think it was used in Vietnam when they used to throw grenades down the vietcong tunnels to warn the rest of the fire team or platoon.
What would be a good idea would be is to have a voice command list which lists all the sayings we want to include. When we've done that we should get people to record them saying each saying in either their native language or in English with their native accent.
The quality would have good and set to something like 16bit 44khz mono. I say mono as I think the sound hardware would place the sound in the correct position or am I totally wrong

To keep the quality high, ambient sound would have to be kept to the absolute minimum (which is pretty hard with a modern pc) I've read articles where using a thick blanket over the mic and the person recording muffles background noise. I'm sure a google on the subject will provide results

#33
Posted 04 May 2003 - 04:47 PM
You are absolutly right. Did i mention that before?????The quality would have good and set to something like 16bit 44khz mono. I say mono as I think the sound hardware would place the sound in the correct position or am I totally wrong

Indeed if you want positional sound your source must be mono, for ambiental or positionless you should use stereo (but you can still use mono for that)...
Greetings
Red Knight
Visit my blog at: flois.blogspot.com

Pookie cover me, I am going in.
#34
Posted 05 May 2003 - 10:09 AM
I want to add one more thing to my original list up above:
- there should be different emotional levels of speech for the units. For example, 'low morale', 'normal' and 'high moral'. Here are the samples: "OMG! I see one of them!", "Alien has spotted. Be alert.", "Dudes! I see one of those suckers now. I will take care of it..."
Lets agree first on what parameters of the speech (sex, accent, morale, event, etc.) we are going to include and then create the matrix of phrases.
#35
Posted 05 May 2003 - 12:06 PM


Totally offtopic: Damn those F-18s. They are breaking soundbarrier too close, cos it feels like windows will break any minute.

Edited by Raven Squad, 05 May 2003 - 12:07 PM.
#36
Posted 05 May 2003 - 03:48 PM
Alien = Ausserirdischer..."Achtung Achtung (no idea what the german word for alien is)"
Sounds of plasma fire.
Sounds of German soldier dying
But we don't say that often because it is to long....
Most we say Alien, too.
---
"Jungs... Wir haben Gesellschaft" - "Guys... We have company"
"Fress Blei !!!" - *Don't know the english version*
"DECKUNG !!!" - "Get down !!!"
"Jawohl !!!" - *don't need traslation or ?!?*

"Da ist einer !!!" - "There is one !!!"
#37
Posted 05 May 2003 - 09:38 PM
Ideally, you want someone to be able to play without sound. Maybe their sound card has recently broken, and they haven't gotten around to replacing it yet. Or maybe they're deaf. So I think all the sounds should be "extras", they shouldn't convey any necessary information, or at least no information that isn't shown in another way. I remember playing UFO Defense without sound...I can't remember why at the moment...but when an alien was spotted, your guy would stop and the screen would center on the alien. And there would be something blinking, I think.

Low quality sound samples might be good for producing a "walkie-talkie" atmosphere, like Raven Squad said.

#38
Posted 06 May 2003 - 08:44 AM
That is what The Laboratory is for, discussing post v1 ideas...I love all these ideas, though I think we're getting into post-v1 territory...not that that's a bad thing, of course...
Greetings
Red Knight
Visit my blog at: flois.blogspot.com

Pookie cover me, I am going in.
#39
Posted 06 May 2003 - 09:54 AM
You got all events in place, so you would just need to pick a sound file based on the provided parameters (nationality, sex, morale, etc) and play it. What is so hard about that?
I also agree, that sound cues must have appropriate visual cues. And vice versa. We can go very far here depending on what public we are trying to create product for. I have been dealing with accessibility (that means to make software accessible to vision/hearing/movement impaired people) for the last 2 years. We will be the first one though to do that for games, as I have never heard or seen any games saying 'we provide an accessibility in our product'.

#40
Posted 08 May 2003 - 01:32 PM
I wasn't fond of hearing the same audio replies from units in RTS games for basic functions like moving, it wears thin pretty quick. If you reserve the audio just for important events- spotting an alien, somebody goes berserk, dies- then it doesn't get as repetitive. Since there's going to be background music as well, you don't want lots of chatter on top of that IMO. There's an opensource utility being developed that does text to speech conversion, once we get closer to release the audio quality might be clean enough to use it. Then your units can say anything that's passed to them via text, which saves space and allows for easier changes. You can choose gender and tone, rate of speech, etc. It's currently for Linux, so I don't know how easy it is to port. The post regarding this is here.
Edited by Breunor, 08 May 2003 - 01:34 PM.
#41
Guest_drewid_*
Posted 08 May 2003 - 04:14 PM
implimenting the voices isn't difficult. The problem is all in the production of the data.I don't think that radio chatter is so difficult to implement for version 1.
You got all events in place, so you would just need to pick a sound file based on the provided parameters (nationality, sex, morale, etc) and play it. What is so hard about that?
Its hard to find good voice talent who will do this for free, it's more difficult than "normal" acting. Doing it badly or in a amateur fashion will sound terrible.
It's hard to find a range of voices to do the different characters. (see above)
It's hard to write scripts for the sheer number of lines we would need in order to not get phrases repeating too often
Its hard to get it recorded consistently.
While we should use audiovisual cues for anything important it is also true that sound is a key part of the experience. It's very easy to underestimate this.
I'm not saying we shouldn't do voices, but it is a non-trivial and large piece of work and we should have our eyes open if we attempt it.
#42
Posted 08 May 2003 - 09:20 PM
#43
Posted 09 May 2003 - 10:57 AM
#44
Posted 09 May 2003 - 03:11 PM
Sound support is already planned and sorted out... where to put sounds is another thing.....I agree. I just want to emphasize, that coders must plan to use sounds in the game, which will (or will not) be provided later.
Greetings
Red Knight
Visit my blog at: flois.blogspot.com

Pookie cover me, I am going in.
#45
Posted 09 May 2003 - 05:04 PM
We could however like the art side of the project have people who are interested in contributing their voices to the 'radio chatter' are subject to peer review. I'm sure there are enough talented people here to work something out that we'd be proud of.
As for the quality regardless of how it'd sound in game and what quality level it is in there, the source sound has to be as high a quality as possible. Thinking of it in art terms you can't expect a 72dpi web image to print out on say A4 at a good quality. you'd need a resolution as high or at least double the resolution that you're outputting to, to make it look good.
Same goes for sounds if we have 22khz in game, then the source should be recorded at 44khz so whoever is modifiying the sound to make it sound like a 'radio phone' transmission has the quality overhead to play with.
I'd agree we'd have to get an asset list of sound events together before going anywhere near a microphone butI do think it would be possible to come up with something decent and avoid the cheesy 'deep voiced american' voiceovers I've heard in some games.
I think the hardest part of any voice acting direction would be to communicate the right inflection and tonality of the person speaking to get the right sound.
#46
Posted 11 May 2003 - 08:13 AM
- Alien spotted: "[Alien name] to my [direction]."
Ex: Snakeman to my right.
- Alien spotted near other soldier: "Watch out, [name]. [Alien name] to your [direction.]
Ex: Watch out, Zdanowicz. Muton behind you.
- Killing an alien: "Got the [alien name]."
Ex: Got the floater.
- Seeing dead soldier/be a witness of his death: "[Name]'s gone."
Ex: Zander's gone.
- Getting wounded: "Uh! He hit me."
- Fatal wound: "Ouch! I'm bleeding!"
- Dying: "Aaaaargggg!"
- Buying something online: "Hey! I got myself the new Microwave Thrower 40000! Oops... It's broken..."

- Arguing:

"Watch out, an alien behind you!"
"Ha! I won't get conned thaAAARG!"

"Just imagine if you were really the XCOM commander. You'd build defence modules like there was no tomorrow. Because if you didn't, there really would be no tomorrow!" -- Aiki-Knight
#47
Guest_Jim69_*
Posted 11 May 2003 - 08:20 AM
Would some sort of mask be possible to give the voices a radio feel instead of crystal clear? This could solve the problem of it being recorded in different setups and could allow you to get everyone to send in different responses, and the best ones used.
#48
Posted 11 May 2003 - 11:18 AM
Jim69 don't worry about the differences in quality and it sounding crystal clear, there are programs like Goldwave which allow the user to tweak just about every aspect of the sound. There is a filter which makes voices sound exactly like it's been transmitted via a radio.
#49
Posted 11 May 2003 - 02:21 PM
#50
Guest_drewid_*
Posted 11 May 2003 - 03:37 PM
Ideally they are in seperate spaces with a mike and headphones so you can record them on seperate channels.
Also they should be encouraged to stick to what the script -means- rather than necessarily what it -says-. They should find a natural way for them to say the same thing.
My 2p