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Development Forum |
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| agent using in-game sounds | |
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Lambie

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4/11/2014 | |
I'm working on a C3DS toy that uses the "Noh1.wav" sound file that comes with the game. However, I know people alter the Norn speech sounds, e.g. when you install the Draconian voices. I'm wondering what's the most professional / cleanest way to handle that kind of situation. My options, as I see it, are:
1. Reference the "Noh1.wav" sound file in my code, and don't worry about whether it's altered or not. Con: Agent might not sound as intended.
2. Have my agent install a duplicate wav file with a different name. Con: Installs a potentially needless duplicate sound file.
3. Include the wav file with my agent download, with instructions to install the wav in the Sounds folder if the user has altered their Norn speech sounds. Con: Makes the user do more work, installation process is less smooth.
What do ya'll think I should do? 
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KittyTikara
    

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4/11/2014 | |
I don't really think it's an issue? The only voice packs I know of are the Plague Ettins and the Draconians, like you said, and I have a feeling most people are like me and like the original Norn voices to change them. Plus both of those packs are just sort of bad. I'd just make a note of it in your agent description and just reference the sound they have.
The Mobula Ray - My Creatures blog |

Lambie

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4/12/2014 | |
Yeah, you're probably right. I guess I didn't have a good sense of how many people used the alternate voice packs. I'll just reference the in-game sound and make a note of it in the readme. Thanks for the advice!  |
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