Author Topic: Sound Options and NPC Voices  (Read 378 times)

Legacy_Jpnole

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Sound Options and NPC Voices
« on: December 17, 2012, 10:13:19 pm »


                I have a 2 part question:

1) There are five sound choices in the advanced sound options menu. Mine defaulted to "Miles Fast 2D Positional Audio". When I tried them all out they all seemed to work. With my setup, which should I be using? I am using onboard sound from a Gigabyte GA-890FXA UD5 Rev 2.1 motherboard. See my audio specifications here:

www.gigabyte.com/products/product-page.aspx

and I have Logitech Z2300 speakers/subwoofer (THX certified 2.1 channel) :

www.amazon.com/Logitech-Z-2300-THX-Certified-Speaker-Subwoofer/dp/B0002SQ2P2


2) I've noticed that only the intro dialogue from an NPC (Henchmen or otherwise plot significant) is voiced. On subsequent dialog otions, the head shakes and lips move as if their voice is still meant to be heard. If that is the case are there any fixes to this or is the intro dialogue the only one voiced? 
               
               

               


                     Modifié par Jpnole, 17 décembre 2012 - 10:15 .
                     
                  


            

Legacy_HipMaestro

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Sound Options and NPC Voices
« Reply #1 on: December 17, 2012, 11:52:30 pm »


               This is a technical question so better posted in the applicable forum with a dedicated thread. 

In general, integrated components have subpar performance compared to discrete sound or graphics cards (heat).  The speakers have nothing to do with optimizing the driver.  If you find a sound setting that works, stick with it.

As far as the situational voice-acting, that is quite common.  Designers often use only the first sentence of an opening NPC dialogue for the voice-acted portion. The animations are designed separate from the voice.  Give a specific example that exhibits what you feel is odd behavior and we can tell better if it was designed that way, a bug or audio output problem. Identify the module that you noticed this behavior.  Would also help to know if this so-called abberation was observed before all the custom haks, overrides  & utilities were installed.
               
               

               
            

Legacy_Jpnole

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Sound Options and NPC Voices
« Reply #2 on: December 18, 2012, 01:11:18 am »


               Yeah I noticed the technical support forum as soon as I posted sorry. So yeah you are probably right just stick with what's working. Yes I am aware of the common feature of games often only voice acting the first line or communication. I've definitely seen that before. I just wasn't sure if the NWN main game had fully voice acted NPCs as the major NPCs only voice the first intro dialogue. I am playing the main campaign, level 3 in the Beggars Nest. I am running mods since I got out of the intro area but it was the same under the vanilla 1.69 install during the intro. Only the first dialogue was voiced.
               
               

               
            

Legacy_HipMaestro

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Sound Options and NPC Voices
« Reply #3 on: December 18, 2012, 03:09:39 pm »


               I'm guessing the OC (and your NWN game) is working as intended. 

If you are still concerned, specify a specific NPC convo that exhibits the suspect behavior and I can report how it plays on the machine that I have it installed on.  Post the NPC name and the convo portion that has been voice acted.  The facial animation doesn't really matter.  It is usually just cosmetic anyway.

That's about the best I can offer to help you evaluate if your game is performing as it should.