Im working on a new set of voices atm and I want to test them.
I would ideally like to make an addon with them built in like a soldier or something but the only way I can hear them in game is if I build them into voice.pbo.
This is far from ideal as I want to add some of my own sounds (things like vehicles\unicycle etc and some of my own objects - objects\fairground etc)
To add new sounds I need to have a cfgVoices in a config somewhere. Now I've tried adding this to a model config and placing the new voice in a subfolder... eg
scj_sMan\
config.cpp
scj_sMan.p3d
scj_001.pac
....
....
scj_007.pac
scjMatt\
alphabet\ alpha, bravo etc
direction\ north, south etc
numbers\ all, one, two
etc, etc
.....
config
class CfgVoice
{
access = ReadAndCreate;
// different speakers
voices[]={ scjMatt };
voicePlayer = scjMatt;
micOuts[]={micOut1, micOut2, micOut3};
preview = "isayagain";
class Words
{
beepBeep[]={beep};
pause[]={empty01sec};
xmit[]={beep};
// numbers - to add variants _one and one_
all[]={\addons\scj_sMan\numbers\all,\addons\scj_sMan\numbers\everyone,\addons\scj_sMan\numbers\rightlads}; //missing sound
allGroup[]={\addons\scj_sMan\numbers\all,\addons\scj_sMan\numbers\everyone,\addons\scj_sMan\numbers\rightlads}; //missing sound
zero[]={numbers\zero};
one[]={numbers\one};
two[]={numbers\two};
three[]={numbers\
........
ie trying no path (numbers\one) and the full path (\addons\scj_sMan\scjMatt\numbers\all)
........
then I try to call this folder in my description.ext
speaker = "\addons\scj_sMan\scjMatt"
but it just defaults to 'Adam' I think...
...............
Any thoughts?