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Dialogue with Voice files

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This is a step-by-step instruction list of how to add voice files to dialogues, authored by Aidan Nutting.

In your .dlg file (using D'jinni) click on the individual node of dialog that you wish to play a voice file. In the properties window there is a tab that says "Voice File" and allows you to browse and choose the file you wish to play.

Things to Note:

  1. All sound files must be in 44,100Hz
  2. Sounds must be in .ogg or .wav format.
  3. Sounds must have 1 Channel (Mono)
  4. dlg_sounds.2da must be edited as follows:
    • Add a row to the bottom.
    • Column1 (Unfix, Fix): name of the .dlg file that is calling the voice file.
    • Column2: Entry ID
    • Column3: exact name of sound file.
    • Columns4-20: Word by word what the dialog node says (NOT REQUIRED).

NOTES:

The dlg_sounds.2da file is SO HUGE that my D'jinni crashed 9/10 times trying to open it.
My suggestion is to move it out of the Data folder, and start your OWN dlg_sounds.2da.
If you need to use sounds already in the witcher, you can reference the original dlg_sounds.2da
with programs such as TLKEdit.

Hope this helps!

WAV/OGG FILE FORMAT

It's important to note that you CANNOT have more than 4 letters in a row in the file name, and no number can be next to letters.

For Example:

SAMPLE1.wav = WRONG SMPL_1.wav = RIGHT

Sometimes this is a problem, and sometimes it is not. I still cannot fully figure out why, but it's good practice just to do it this way.

The witcher's file format: ---

CHAR_#1_#2.wav/ogg

CHAR = Character the .dlg is assigned to. So Dandelion's .dlg wavs would be formated like: DALN_#1_#2.wav/ogg

  1. 1 = Sound entry ID. This has to correspond with the LINE# that the appropriate .dlg file is listed on the dlg_ids.2da file
  2. 2 = Entry ID Line Number. This has to correspond with the line number that the entry ID is located on in the dlgentry_ids.2da file.
Note that the above is not required, but merely the format (we assume) that CDPR used.

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