Loading...
  OR  Zero-K Name:    Password:   

Voiced Audio Alerts

9 posts, 150 views
Post comment
Filter:    Player:  
sort
I've been focusing recently on quality of life features that are missing in Zero-K. One that stands out to me, particularly when I first started playing, is the lack of voiced alerts that most of us have become accustomed to from our favorite RTS games. These audio cues are generally what prompt me to look at my mini-map, so when there are no voice prompts, I find that I virtually never look at the mini-map when playing Zero-K. Then, the game's existing audio has to overcompensate with harsh non-verbal noises cranked up in the mix like "commander is taking damage siren" and "Scythe is melee attacking".

I've been working on Voice Audio Alerts. While the work isn't done, I think it's better to show where it is at currently so I can get feedback, people can start using it, and hopefully I can inspire discussion and people who are better coders and designers than me to expand and integrate on what I've done so far.



I've made each of these a standalone widget so that if any are buggy or annoying they can be disabled quickly in a match. I prioritized what I thought were the biggest ommissions for Voiced Audio Alerts.

Download all of the Voiced Audio Alert widgets here: https://github.com/FrequentPilgrim/Zero-K-Audio-Alerts

And then download all of the sounds Here: https://github.com/FrequentPilgrim/Zero-K-Audio-Alerts/tree/main/Sounds

You're file tree should look like this:

Widgets folder needs to be created by you.
.lua widgets go in here:



Sounds folder needs to be created by you.
.ogg audio goes in here:



Demonstration of triggering each of the Voice Audio Alerts


I've been playing with these alerts for a few days and it's felt like an upgraded experience over vanilla. If this gains traction and there is desire to implement these kinds of alerts into the main game then I can start working on recording custom voice alerts and swapping them out.

Any ideas on alerts you want to see or how it should function is appreciated. I already have an idea for creating "voice line packs" that people can swap out depending if they they want the announcer from starcraft, warcraft, C&C, company of Heroes, etc. but the core infrasctructure is still being worked on. One day if this progresses I would like for people who download the game through Steam and don't visit the forum to also have access to voice alerts, but for now the only way to get it is to read this post.
+7 / -0
44 hours ago
quote:
people can swap out depending if they they want the announcer from starcraft, warcraft, C&C, company of Heroes, etc


This may cause a copyright infringement and therefore be not allowed by ZK devs...
+1 / -0
I am not a Zero-K developer. Zero-K is not and would not be distributing any copyright material. Any changes to the game's files would have to be independently sourced by any individual wanting to modify the game on their own machine. It's analogous to emulation; software which can theoretically be used to run media is fine so long as no copyright material is provided.

This is the same as any individual creating a mod to put iron man into Grand Theft Auto or creating Homer Simpson as their character in Skyrim.

The end goal of course is to have voiced custom recordings made specifically for Zero-K by it's developers that would require no modding and be fully covered by whatever licenses Zero-K operates under. After that, any individual user would be able to source whatever audio recordings they want at their own discretion.
+3 / -0
I luv it.

I want an even more sassy 'congratulations commander'.

I think you should combine it in one widget. You don't want multiple voice lines to run over eachother, so you need to share some state. For deduplicating some logic and starting the work on the settings interface it will be useful too.
+1 / -0
Yes, combining all these widgets into one, avoiding overlap, using ducking on the audio, and creating menu integration are all things that probably need to happen after it's more finalized. That is the end goal, though.

I've just been playing normally with these all turned on and bug fixing as I run into problems. The only combination of multiple right now is for "Victory, Defeat and Draw" which has had the most bugs by far with getting wrong audio cues depending on if your spectating or not, getting the defeat audio when the game is exited, etc. Isolating the widgets has made bug fixing comparatively much easier. I have limited skill as a coder so keeping the variables small has been critical up to this point.

If it wasn't clear, this is very much a beta test. There are definitely bugs I haven't seen, which is why I want people to use it and tell me what's broken before I think about polish.

I've been thinking about a standard "Our army has engaged the enemy" but I can't decide the exact parameters on when it should trigger.
+0 / -0
first of all, nice work!

i am inclined to create the audio files for ZK and add a "robotic" touch to the sound. then it can be part of ZK itself. i was experimenting with the mass effect reaper sound distortion for any given voice ( similar to )

what do you think about this? would you want to collaborate?

also, we have an experienced sound engineer, who just needs some convincing ( looking furiously at DErankkatastrophe ). in my opinion all the sounds of ZK are somehow in need of improvement. some are too mashy, repetive, multiuse,...
+1 / -0
To illustrate what I meant about individuals being able to create their own customized experience on their own machine using the system as it currently exists, I wanted to do a breakdown so no one gets the wrong idea.

Anyone can download a youtube video like this one:



Anyone can then convert that youtube video into an .ogg file here:

https://www.freeconvert.com/mp3-to-ogg/download

Anyone could then take that .ogg file and split the clip up into whatever parts they are interested in using in Audacity: https://www.audacityteam.org/download/

Anyone could then take those clips, like "we need more lumber" at 0:32, name them something like 'energyislow.ogg' and place them inside the Sounds folder where a widget will trigger them to play.

A youtube video (with optional timestamps) and 15 minutes is all an individual needs to customize their Voiced Audio Alerts on their own personal machine.
+0 / -0
As for overall sound quality in the game, yes that's something I've been thinking about since I first launched Zero-K. For sure we need frequency adjustments. At the very least simple things like Unit Responses shouldn't be triggering subwoofer rattle, I suspect a lot can be done with high pass filters for things like that. Possibly even the explosions need a 50% reduction in bass response and to cut out absolutely everything under 20hz. Then we can put light frequency band filters on everything but the most impactful unit interactions so that the map audio doesn't get so muddy when the trench warfare starts. This will also allow Voiced Audio Alerts to better cut through if they're not competing with every glaive laser for frequency response.

I've read through all of this thread which I think lays out very clearly what is going on: https://zero-k.info/Forum/Thread/36127?Search=&User=&grorder=&grdesc=False&grpage=1

For the Zero-K "Official Audio of the Game" I think the number one priority is going to be that the source clips for the spoken words is pleasant and high quality. These are lines that thousands of people will hear thousands of times across not just years, but probably decades (my first login is 10 years ago). There's a reason Blizzard labored so intensely on their sound design for their classic RTS, and it makes the gameplay hit much harder because they nailed it. I think this is what has caused people to shy away from tackling this part of the game, it has a big impact on the perception of the game and it's hard to build consensus around something that needs to be performed by probably a single un-paid voice actor. Hopefully building in customizability for players to swap in their own files will make it easier to reach consensus.

Knowing every line we need and getting a performer to deliver it well into a good recording environment is going to be the hard part. Creating the right synthetic voice modulations on top of great voice lines we've recorded is comparatively much easier. I have access to professional recording environment and could potentially start asking around some contacts for pro-bono voice actors. But we need to 1. nail down every event trigger for a Voice Alert and 2. have the complete script for voiced lines we want to capture before moving on that.

In the meantime, if you can produce recordings and want to supply them either for testing or consideration of a final implementation, or to be preserved as an alternate, or for people to slot in to the file tree and start using right now, that would be awesome! Having original recordings at all would be a huge step forward right now.

Here's the script of lines that are currently implemented for anyone who wants to start building out the foundation by recording them:

Base is under attack!

Commander is under attack!

Congratulations, Commander!

Economy sustaining damage.

Energy is low.

It is a draw.

Metal capacity reached.

Nuclear Launch Detected!

We have been annihilated!
+0 / -0

26 hours ago
This is great work! I particularly like the "Energy Shortage Warning" and "Metal Excess Warning" voice alerts; I suspect they would help a lot with newcomers understanding the flow of metal and energy in ZK's economy system (which they so often get wrong).
+1 / -0