Barotrauma

Barotrauma

The Custom Voiceline/Sounds/Musics Template for Barotrauma (Make YOUR submarine talk!)
23 Comments
- ̗̀ Milix ̖́-  [author] Apr 30 @ 1:27pm 
Assemblies are just examples. You need to make custom objects with the template and replace the sound of the assembly by the new one you created.
TheDancingSphee Apr 30 @ 12:57pm 
How do the assemblies know which sound file to use? (Im sorry if this was already explained)
Wodginite Aug 6, 2024 @ 4:27pm 
Yeah Okay. Indeed I was using buttons and not switch, but also your advice for the cooldown of water is really helpful, thank you. :steamthumbsup: :captainsmooth:
- ̗̀ Milix ̖́-  [author] Aug 5, 2024 @ 5:39am 
Be sure to use the item assembly for a button or a switch because they're not the same. For the flood example you shall use the switch example, not the button one. Also, for the switch one, your entry needs to send 0 when not triggered.
Wodginite Aug 5, 2024 @ 3:57am 
Ok, so I've encountered another problem with something else lol :BountySilver:

So I'm trying to connect another component to the item assembly (like changing buttons to something else), but it is not working when it is not with the button. Even if I'm sending "1" as output.
Wodginite Aug 4, 2024 @ 11:58am 
Yes, thanks. The cooldown might be helpful indeed, because it keep repeating the voiceline. I will try this. thank you :steamthumbsup:
- ̗̀ Milix ̖́-  [author] Aug 4, 2024 @ 11:37am 
You normally have every item assembly you need to achieve that. For the flood case, however, it can spam it because the flood is never really consistent and never fill a room progressively (it's more like step to step). What you should do is when the flood is trigger, it needs a cooldown for like 5 seconds where it can't be activated anymore. Is that what you wanted to know?
Wodginite Aug 4, 2024 @ 7:41am 
I might ask your help one more time, today I've been trying to figure something out but I don't know what I am doing wrong. I want to trigger my voicelines only once (like an announcement), like if the sub detect flood it will play (only one time) the selected sound, but I don't know how to do it. I did some research and even tried for 2 hours but I'm not successful.
- ̗̀ Milix ̖́-  [author] Jul 22, 2024 @ 2:01pm 
You're very welcome
Wodginite Jul 22, 2024 @ 8:02am 
It is working well, jthanks.
Wodginite Jul 22, 2024 @ 7:53am 
I didn't realized the "SoundPlaceHolder.png" was 4k lol, I'll correct what is wrong to make it work. I did use an online converter but somehow some of the websites might be not very good at encoding ".ogg" files, I'll do it on your website.

Also a big thanks for helping me, that is really nice.
- ̗̀ Milix ̖́-  [author] Jul 22, 2024 @ 4:55am 
Some other things, I recommand to remove and blank before sounds and to have short sounds (because when it starts, you can't stop it in game).
With all that, it should work. If you need any other help, feel free to ask
- ̗̀ Milix ̖́-  [author] Jul 22, 2024 @ 4:55am 
I managed to get it working and there were a few problems.
- You changed the "SoundPlaceholder.png" file, the problem with was the size that was WAYYY too big. It was around 4k quality, and for something you're not even supposed to see in your sub, it doesn't need to be that high quality. I recommand to downside it to the original size (256px).
- The path for the files was also incorrect.
For the sprite it should be like: texture="%ModDir%/Content/VoicesModules/SoundPlaceholder.png"
and for the sounds: file="%ModDir%/Content/VoicesModules/Sounds/SOUNDNAME.ogg"
- Last but not least problem, somehow, your .ogg files are badly encoded. Barotrauma is unable to read it. It works by just re-encode it with a website like "online-convert. com/convert-to-ogg" or any website that can convert ogg files. And for example, your alarm looping sound is fine.
Wodginite Jul 21, 2024 @ 9:35am 
Sorry MEGA isn't working with Steam apparently, here is another website where I uploaded my folder, available for 2 weeks.

VoiceModule files [file.io]
- ̗̀ Milix ̖́-  [author] Jul 18, 2024 @ 9:20am 
Ah, "link removed", try to add spaces to the link
Wodginite Jul 18, 2024 @ 7:17am 
I will transfer the whole mod, it will be easier for you to see what's wrong and explain it to me.

Here is my actual mod:

{LINK REMOVED}
- ̗̀ Milix ̖́-  [author] Jul 18, 2024 @ 3:15am 
Could you do one or more pastebin and send me your filelist.xml and your mod.xml? Or just WeTransfer the full mod so I can see what's wrong?
Wodginite Jul 17, 2024 @ 4:41pm 
I don't know where I might have messed up exactly but I think I did something wrong with items assembly. I tried to create more items assembly because I had 5 or 6 voicelines to add, but it won't work and let me have one item assembly for each voicelines.
Wodginite Jul 17, 2024 @ 4:40pm 
Oh ok thanks. So I did this for my .ogg files, but I'm getting the previous errors I had before.


Developer Console Error [pasteboard.co]
- ̗̀ Milix ̖́-  [author] Jul 17, 2024 @ 2:48pm 
Ah no no no no, you can't add a bunch of files like that. What you should do is
<Other file="%ModDir%/Content/Items/Audio/2Ahead_flank_Emergency_speed.ogg" />
<Other file="%ModDir%/Content/Items/Audio/3Ahead_slow.ogg" />
<Other file="%ModDir%/Content/Items/Audio/4Ahead_standard.ogg" />
in your filelist
Wodginite Jul 17, 2024 @ 2:29pm 
Yeah I did, now I have it in my local mods file, so yeah I did put the path locations in the filelist.xml now but I'm getting another error ._.


Here are the screenshots to help you understand my misery:

https://pasteboard.co/Xrjfh0Qd35qR.png

in-game error [pasteboard.co]
- ̗̀ Milix ̖́-  [author] Jul 17, 2024 @ 2:01pm 
You made a copy of the mod right? Did you put the voicelines path locations in your filelist.xml?
Wodginite Jul 17, 2024 @ 5:45am 
So I tried for many hours on trying to make it work but still not working, looks like I'm making progress but I keep getting new errors in the developer console. I did put every voicelines/sounds; Copied the actual amount of item as much as I have voicelines/sounds; put the location of every sounds in the xml file. I'm stuck please help :( lol

Here is what I'm getting now:

Developer console screenshot [pasteboard.co]