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Author Topic: Radio chat  (Read 855 times)

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larschance

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Radio chat
« on: October 10, 2022, 01:02:12 PM »

Von and are working on an Aussie campaign shortly, especially as the radio chat is a lot of fun. Does anyone know of any South African radio chat as I have several books on that Air Force and would like to create a campaign in their honour too.

Years ago someone offered to create several countries radio chat for Il2 1946 but I have not seen any developments lately. Are there any other countries missing that players would like to hear. Does anyone know of a programme that can help add this to the sim.
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marcost

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Re: Radio chat
« Reply #1 on: October 13, 2022, 01:06:15 PM »

Have a look here, under Instructions:

https://www.sas1946.com/main/index.php/topic,32727.0.html

You should be able to work out how I did it. Wow, that's nearly 10 years ago, I feel old  ::( :D

I have tried various synthesised voices over the years and including some current voice cloning applications, but for the phrases in the game nothing will come close to a real voice actor and overall it's probably less work.

Regards,

M
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Dimlee

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Re: Radio chat
« Reply #2 on: October 14, 2022, 01:28:56 PM »

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larschance

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Re: Radio chat
« Reply #3 on: October 14, 2022, 02:35:14 PM »

Thank you guys. Appreciate the response. Correct me if I am wrong but are all those speech packs at M4T incorporated into BAT already. Does the Commonwealth pack include the South African accents? I have not discovered the latter accent yet.
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Vampire_pilot

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Re: Radio chat
« Reply #4 on: October 15, 2022, 01:20:01 AM »

in BAT may be some variations of these packs... But why not just download them and try them out?

You can even listen to each clip individually to see if there's any accent you like/dislike and exchange all over as you please.
JSGME is the tool for just these kind of things.

larschance

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Re: Radio chat
« Reply #5 on: October 15, 2022, 01:33:01 PM »

Thanks Vampire. I even found a Chinese speech pack which was a nice surprise but no SAAF as yet. I may have to ask my 80 year old neighbour who lived in South Africa for a while to talk into the mike. lol. The Dutch speech could pass for the Boer section possibly.
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vonofterdingen

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Re: Radio chat
« Reply #6 on: October 15, 2022, 03:57:55 PM »

What does it take to add a speech pack? I notice that there is no folder for South Africa, at least as I can tell. Is it as simple as adding a folder? I am guessing not. Is there Java programming needed to direct the game to use a new speech folder for a given nation?
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genXgamer

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Re: Radio chat
« Reply #7 on: October 15, 2022, 03:58:54 PM »

G'day Lars

Have you looked at speech generators?

I just typed "Bandits 12 o'clock" in Micmonster's sample box and the South African voice sounded great.
I'm sure there's plenty of others available.
It would great to have New Zealand, Canadian and South African voice packs in-game.

I'm working on another project at the moment but this is something I would like to explore further.
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ZtheE

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Re: Radio chat
« Reply #8 on: October 15, 2022, 05:52:15 PM »

I could possibly make a NZ voice back because I'm sick of being represented with an Australian accent in the game lol.
I had a look at MicMonster but the accents just sounds off, it'll be better to have actual people doing the accents because then we get the added bonus of regional accents.
Surely there would be some Canadians and South Africans in our community willing to try some voice acting  ;)
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larschance

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Re: Radio chat
« Reply #9 on: October 16, 2022, 04:40:22 AM »

Thanks for the suggestion GenXgamer. I tried the Micmonster and they list several countries we are missing. I liked the Afrikaans which would sound great on the Il2 sim for SAAF, alongside the English South African.

The voices could be useful additions for short phrases such 'bandits ahead' but for longer phrases such as 'bandit on your tail!' they lack human emotion. The company is working on it but as shown on various Youtube documentaries robotic voices have a long way to go for emoting. Maybe we can combine some translators to get the result we need. As said elsewhere human actors are the real answer for now.

If we do find an answer is it a matter of adding to jsgme or to the main mod file. From what Von says it may be more complex than intended.

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