Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 04/22/23 in all areas

  1. This most be a TDM only thing, because I tried it right now and I can use volume keyword, in a sound shader, in Dewm 3 engine, to both increase and decrease sound volume. Or unless is particular to the player footsteps, I didn't tested those, will see and update this comment. Worked with the player footsteps sounds as well but I remember messing around with the c++ code to make those work. I used Blendo Games starter pack and the player system that comes with it, has the footstep system disabled, this because the starter pack has no real player model, just a floating camera. Ps- btw I add to call reloadDecls in the console NOT reloadSounds for the volume keyword to work.
    2 points
  2. That mission made for an enjoyable evening, though I'm annoyed I lost track of I did have a pretty serious issue where the was completely unfrobbable. No matter what angle or state of the box it was in, it was impossible to get. I eventually had to turn on noclip and jam my head into the box while it was closed, and even then it took many tries before it finally let me pick it up. Really amazing work, though! After playing many dozens of missions, I'm always amazed how people manage to keep coming up with new surprises.
    1 point
  3. Previously, I was told that editing the .sndshd files isn't a good solution and that the volume cannot be raised with .sndshd files. Also, those changed .sndshd files may need to be maintained and updated for each TDM release. That's why I chose the solution of reducing the volume on the sound files themselves. I haven't noticed any sound artifacts, especially since the original sound files are only edited once. There is a benefit: It's not too loud anymore. Editing a volume property in a .sndshd file is no more cumbersome than editing a volume property in my script and rerunning it. Reducing the volume on the sound files themselves was arrived at after discussing it with other devs and mission authors and after weighing the pros and cons. You may not think it is the best solution, but it sure isn't the worst. You sound like you know all about this. Could you please teach us how to edit sound volumes, lowering and raising them using .sndshd files? I look forward to your how-to guide. Then, your how-to guide can be another resource for players.
    1 point
  4. While that may be an acceptable solution for you, it is the worst possible way to reduce the volume of sounds. You are introducing serial recompression artifacts for no benefit, and the process is unnecessarily cumbersome if you want to experiment with several different volume levels. Instead, you should just edit (or add) the volume field in the respective .sndshd files, which changes the volume in-game without touching the sound files. For example, "volume -3" will make the sound approximately half as loud. This is a one-line change which is quick and easy to test and does not introduce any compression artifacts.
    1 point
  5. Hmm, yes I see it now. Actually it doesn't actually change it, but it just looks slightly different in the editor. So if you resize, then export, then import, you see the same end time, but it is different from the srt. Very weird, I never noticed it. But I can understand this is an issue. Btw, although Kdenlive has built-in speech to text and I was initially excited about it, I now use Whisper for that, which is MUCH better at it.
    1 point
  6. In the kdenlive subtitle editor, use the "End" counter to adjust the subtitle phrase end point. Then export to an .srt file, and look within that file. Does the phrase have the same specified endtime, or has it been changed? The latest Cadet release version, 2.0.044 of April 14, incorporates the beta. The main feature added was that, if you go into Tool/Preferences, there's a new line "Show cc reading rate with alarm threshold of [...] in units of [CPS or WPM]". There's also a bit more flexibility in how to advance from one phrase to the next. BTW, I found the Cadet project feature adds no value. I just (re)use an anonymous project, and export the .srt. If later I need to adjust something, I can use "Import" of the .srt to do so. If I strongly needed a tool that had speech-to-text capabilities, I would not use Cadet. Since I've got preexisting text for the vocal sets I'm currently processing, I'm not needing speech-to-text right now.
    1 point
  7. checkDurationsinSRT is now available: checkDurationsInSRT.exe checkDurationsInSRT.cpp This Win/console program scans a directory for .srt files, reporting on each in turn. It warns about those subtitle phrases(aka messages) that are potentially too short or too long in time, or that seem to require too high a reading rate, expressed in characters per second (cps). It also looks for within-file subtitle messages that overlap in time. Invocation: checkDurationsInSRT -l lowerBound [default is 1.0 sec] -u upperBound [default is 6.0 sec] -c maxCPS [default is 17] -d dirWithSrtFiles [default is current dir] -o output file [default is stdout] For more, run with -h or ? options, or see comments in the C++ source code file. EDIT: The above links now access a May 6, 2023 update, that corrects a significant error in character counting for the cps calculation. In addition, if a given subtitle's cps is too high, the warning now includes a suggestion: "try x.xxx seconds". That says what longer duration would be needed to achieve the target cps. How or whether than longer duration could be achieved is left up to you.
    1 point
  8. Yeah, it's pretty simple. I'm using a beta build, that adds an automatic cps calculate & display, and better supports my workflow... don't know the beta has seen public release yet. I found I could live with Cadet's quirks better than those of kdenlive. Chief among the latter: because kdenlive is based on video, it insists on changing exported srt times, presumably to conform to the frame timestamps (of a non-existent video). This bothered me too much, maybe more than it should. I don't specifically, though I do use utility programs and Excel to help calculate constraints and make decisions about - inserting line breaks when to use the new inline durationExtend option, and what value to give it SRT instead of inline Non-verbatim instead of verbatim transcription For a given vocal set, it appears just a small number of bark clips need the SRT treatment (and so Cadet) instead of inline. Another satisfied customer of buildSubtitleShaders. I've got another console utility about ready to release, for group checking SRTs. Soon. For me, this is an example of where it CAN fit in an inline, but should be placed in an SRT instead. I would definitely put the final phrase into a subtitle message, and at least consider breaking into 3 or 4 messages. For The Wench, there were some clips (of 7 - 30 seconds) where she's idly humming. Rather than a single inline, e.g., "(humming long tune, hoarsely)" that stayed up the whole time, I went with srt, showed that message briefly, and then towards clip end showed "(humming ends)".
    1 point
  9. Btw, I found that some subtitles still fit in inline subtitles although they're over 6 seconds because the speach is spread out. For example:
    1 point
  10. Desktop Dungeons 100% off on Steam. Ends April 25 https://store.steampowered.com/app/226620/Desktop_Dungeons/ https://slickdeals.net/f/16591058-desktop-dungeons-pcdd-steam-free
    1 point
×
×
  • Create New...