10 points for FL.
but you may want to try candy bars on the allies.
Getting Characters To Talk
1. Locate this folder - files/audiobank/darkvoices. This has a converter app in it called ConvertAllWAVFiles.exe
2. Now place all of your wav files you wish to convert to lipsync files inside this folder
3. Execute the convert app
4. All of the wave files will now have an associated lipsync file for it
5. Place the wav files along with the lipsync files wherever you want to access them
6. Now open up your talking characters fpe file. You will see the following
;ai
aiinit = appear1.fpi
aimain = behaviours\greet player.fpi
aidestroy = destroy\fadecorpse.fpi
soundset = male
soundset1 = audiobank\darkvoices\canihelpu.wav
7. Point soundset1 to the talking wav file you wish to use
8. Use the fpi file that is in scriptbank/behaviours folder. This is just a generic (template) fpi for talking characters. You will probably want to edit it for your own use of the character
9. If you are having problems generating a LIPSYNC file, try downloading the SAPI SDK from Microsoft at: http://download.microsoft.com/download/B/4/3/B4314928-7B71-4336-9DE7-6FA4CF00B7B3/SpeechSDK51.exe
10. Be aware that only characters from the default stock character which are entitled (Talker) can use the lipsync data to animate the mouth, older stock characters cannot as they would require extra bone data in the head of the character model. Assume that all FPSC characters cannot use the lipsync data unless they have been expressly designed with the additional mouth bone system in mind. For reference, all characters in model packs 44 and 45 allow full lipsync control.
Brian.
!retupmoc eht ni deppart m'I !pleH