Additional Voicepacks

Added Qui-Gon_V2.
Much improved voice model.

Added:
Luke ANH
Mace
Obi-Wan Ep3
Ventress. She came out really good.

@NoSloppy The “…hairless harpy…” did come out great. Well done on all of these.

Side topic, I remember this being chatted about but just in case anyone else asks can you or @Fett263 clarify font path script say if you want to run a specific preset with one voice pack and then another with a different voice pack? Like say I want the Fallen Order blade style Cal’s voice and then the next blade style being the Darksaber with Din’s voice. This way it’s in the topic here.

@Fett263 does the prop need the files specifically to read “common” and is this the most compliant way to do it? Will simply naming each respective common font folder in clarifying fashion do it? I’d like to implement this for that upcoming STEM presentation.

{ "SurvivorBlue;common_cal", "tracks/JFO_Intro.wav",
/* copyright Fett263 JediSurvivor (Primary Blade) OS7 Style
https://fett263.com/fett263-proffieOS7-style-library.html#JediSurvivor
OS7.11 v1.016-p
Single Style 
Base Style: Cal Kestis Survivor Blue
Base Color: BaseColorArg (0) 
--Effects Included--
Ignition Effect: Glitch On [Color: IgnitionColorArg]
Retraction Effect: Glitch Off [Color: RetractionColorArg]
Lockup Effect: Responsive Lockup, Begin Effect: Real Clash, End Effect: Full Blade Absorb [Color: LockupColorArg]
LightningBlock Effect: Responsive Lightning Block [Color: LBColorArg]
Drag Effect: Intensity Fire Drag [Color: DragColorArg]
Melt Effect: Responsive Melt [Color: StabColorArg]
Blast Effect (Randomly Selected): Blast Wave (Sound Based), Responsive Blast Wave (Sound Based) [Color: BlastColorArg]
Clash Effect: Responsive Clash with Wave [Color: ClashColorArg]
*/
StylePtr<Layers<StripesX<Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<8000>,Int<3000>>,Scale<HoldPeakF<Sum<EffectPulseF<EFFECT_IGNITION>,EffectPulseF<EFFECT_ALT_SOUND>>,Int<3000>,Int<3000>>,Int<-2600>,Int<-3600>>,RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>,Mix<Int<12000>,Black,RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>>,Pulsing<RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>,Mix<Int<8000>,Black,RgbArg<BASE_COLOR_ARG,Rgb<0,0,255>>>,1400>>,TransitionEffectL<TrRandom<TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<WavLen<>,Int<100>,Int<400>>,Int<100>,Scale<WavLen<>,Int<100>,Int<400>>,Scale<EffectPosition<EFFECT_BLAST>,Int<28000>,Int<8000>>>,TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<WavLen<>,Int<100>,Int<400>>,Int<100>,Scale<WavLen<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Int<28000>,Int<8000>>>>,EFFECT_BLAST>,TransitionEffectL<TrWaveX<RgbArg<CLASH_COLOR_ARG,Rgb<255,255,255>>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Int<100>,Scale<ClashImpactF<>,Int<100>,Int<400>>,Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>>,EFFECT_CLASH>,LockupTrL<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,AudioFlickerL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>>,BrownNoiseFlickerL<RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,Int<200>>>,TrConcat<TrInstant,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,TrFade<400>>,TrConcat<TrInstant,RgbArg<LOCKUP_COLOR_ARG,Rgb<255,255,255>>,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Blue>,50,1>,TrConcat<TrInstant,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Int<16000>>,30>,TrSmoothFade<600>>>,LockupTrL<AlphaL<Stripes<2000,4000,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Mix<Sin<Int<50>>,Black,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>,Mix<Int<4096>,Black,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>>,SmoothStep<IntArg<DRAG_SIZE_ARG,28000>,Int<3000>>>,TrConcat<TrJoin<TrDelay<4000>,TrWipeIn<200>>,AlphaL<Stripes<2000,3000,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Mix<Sin<Int<30>>,Black,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>,Mix<Int<8192>,Black,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>>,SmoothStep<IntArg<DRAG_SIZE_ARG,28000>,Int<3000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,LockupTrL<AlphaL<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrConcat<TrWipeIn<100>,AlphaL<RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrFade<300>>,TrWipe<200>,SaberBase::LOCKUP_MELT>,InOutTrL<TrConcat<TrJoin<TrDelayX<Mult<IgnitionTime<300>,Int<16384>>>,TrWipeX<Mult<IgnitionTime<300>,Int<16384>>>>,Mix<SmoothStep<NoisySoundLevel,Int<-1>>,Black,RgbArg<IGNITION_COLOR_ARG,Rgb<255,255,255>>>,TrWipeX<Mult<IgnitionTime<300>,Int<16384>>>>,TrConcat<TrJoin<TrDelayX<Mult<RetractionTime<0>,Int<16384>>>,TrWipeInX<Mult<RetractionTime<0>,Int<16384>>>>,Mix<SmoothStep<NoisySoundLevel,Int<-1>>,Black,RgbArg<RETRACTION_COLOR_ARG,Rgb<255,255,255>>>,TrWipeInX<Mult<RetractionTime<0>,Int<16384>>>>,Black>>>(),

"cal jedi \n survivor"},


{ "Darksaber;common_din", "tracks/MandoTheme.wav",
/* copyright Fett263 DarkSaber (Primary Blade) OS7 Style
https://fett263.com/fett263-proffieOS7-style-library.html#DarkSaber
OS7.12 v1.017-p
Single Style
Base Style: Clone Wars Darksaber

Base Color: BaseColorArg (0)

--Effects Included--
Ignition Effect: Standard Ignition [Color: IgnitionColorArg]
Retraction Effect: Standard Retraction [Color: RetractionColorArg]
Lockup Effect: Responsive Lockup, Begin Effect: Real Clash, End Effect: Full Blade Absorb [Color: Rgb<255,255,255>]
LightningBlock Effect: Responsive Lightning Block [Color: LBColorArg]
Drag Effect: Intensity Fire Drag [Color: DragColorArg]
Melt Effect: Intensity Melt [Color: StabColorArg]
Blast Effect: Blast Wave (Sound Based) [Color: BlastColorArg]
Clash Effect: Responsive Clash [Color: Rgb<255,97,0>]
*/
StylePtr<Layers<AudioFlicker<BrownNoiseFlicker<Mix<SwingSpeed<400>,RgbArg<BASE_COLOR_ARG,Rgb<100,100,150>>,Mix<Int<6425>,RgbArg<BASE_COLOR_ARG,Rgb<100,100,150>>,White>>,Stripes<5000,-300,Mix<Int<7710>,Black,RgbArg<BASE_COLOR_ARG,Rgb<100,100,150>>>,Mix<Int<25700>,Black,RgbArg<BASE_COLOR_ARG,Rgb<100,100,150>>>,Mix<Int<1285>,Black,RgbArg<BASE_COLOR_ARG,Rgb<100,100,150>>>,Mix<Int<16384>,Black,RgbArg<BASE_COLOR_ARG,Rgb<100,100,150>>>>,300>,Mix<Int<6425>,RgbArg<BASE_COLOR_ARG,Rgb<100,100,150>>,White>>,TransitionEffectL<TrWaveX<RgbArg<BLAST_COLOR_ARG,Rgb<255,255,255>>,Scale<WavLen<>,Int<100>,Int<400>>,Int<100>,Scale<WavLen<>,Int<100>,Int<400>>,Scale<EffectPosition<EFFECT_BLAST>,Int<28000>,Int<8000>>>,EFFECT_BLAST>,TransitionEffectL<TrConcat<TrInstant,AlphaL<Rgb<255,97,0>,Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-10000>>>,Scale<ClashImpactF<>,Int<12000>,Int<60000>>>>,TrFadeX<Scale<ClashImpactF<>,Int<200>,Int<400>>>>,EFFECT_CLASH>,LockupTrL<AlphaMixL<Bump<Scale<BladeAngle<>,Scale<BladeAngle<0,16000>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<-12000>>,Sum<IntArg<LOCKUP_POSITION_ARG,16000>,Int<10000>>>,Scale<SwingSpeed<100>,Int<14000>,Int<18000>>>>,AudioFlickerL<Rgb<255,255,255>>,BrownNoiseFlickerL<Rgb<255,255,255>,Int<200>>>,TrConcat<TrInstant,Rgb<255,255,255>,TrFade<400>>,TrConcat<TrInstant,Rgb<255,255,255>,TrFade<400>>,SaberBase::LOCKUP_NORMAL>,ResponsiveLightningBlockL<Strobe<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,AudioFlicker<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Blue>,50,1>,TrConcat<TrInstant,AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Bump<Int<12000>,Int<18000>>>,TrFade<200>>,TrConcat<TrInstant,HumpFlickerL<AlphaL<RgbArg<LB_COLOR_ARG,Rgb<255,255,255>>,Int<16000>>,30>,TrSmoothFade<600>>>,LockupTrL<AlphaL<Stripes<2000,4000,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Mix<Sin<Int<50>>,Black,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>,Mix<Int<4096>,Black,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>>,SmoothStep<IntArg<DRAG_SIZE_ARG,28000>,Int<3000>>>,TrConcat<TrJoin<TrDelay<4000>,TrWipeIn<200>>,AlphaL<Stripes<2000,3000,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>,Mix<Sin<Int<30>>,Black,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>,Mix<Int<8192>,Black,RgbArg<DRAG_COLOR_ARG,Rgb<255,255,255>>>>,SmoothStep<IntArg<DRAG_SIZE_ARG,28000>,Int<3000>>>,TrFade<4000>>,TrFade<300>,SaberBase::LOCKUP_DRAG>,LockupTrL<AlphaL<Remap<Scale<RampF,Int<65536>,Int<0>>,StaticFire<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,Mix<TwistAngle<>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>,RotateColorsX<Int<3000>,Mix<Int<12000>,Black,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>>,0,3,5,3000,10>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrConcat<TrWipeIn<100>,AlphaL<RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrJoin<TrDelay<4000>,TrFade<300>>,AlphaL<Mix<TwistAngle<>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>,RotateColorsX<Int<3000>,RgbArg<STAB_COLOR_ARG,Rgb<255,68,0>>>>,SmoothStep<IntArg<MELT_SIZE_ARG,28000>,Int<4000>>>,TrFade<4000>>,TrWipe<200>,SaberBase::LOCKUP_MELT>,InOutTrL<TrWipeX<BendTimePowInvX<IgnitionTime<300>,Mult<IntArg<IGNITION_OPTION2_ARG,10992>,Int<98304>>>>,TrWipeInX<BendTimePowInvX<RetractionTime<0>,Mult<IntArg<RETRACTION_OPTION2_ARG,10992>,Int<98304>>>>,Black>>>(),

"darksaber"},

Edit Mode and Workbench require

"Font;common"

for font set up.

If you want a specific voice on a font put the Voice Pack sounds in the root of the “Font” itself.

If you want them shared (or as fallthrough). They go in “common”. You can’t rename “common”.

Edit Mode and Workbench automatically use “;common” as fallthrough for prompts, so if you try to rename it will be overwritten or you will lose your prompts and Edit Mode will not run properly.

So for simplicity’s sake if I put the Cal Kestis common in the root folder of say SurvivorBlue it still has to be a single common folder correct?

SurvivorBlue < bgnlb bgnmelt best boot … clsh color common config.ini …

The sounds from the Voice Pack would go in the root of the font folder. You can’t put the “common” folder in the font, it won’t recognize the sounds then.

What about

"<font folder>;<specific voice pack>;common"

Does the folder read order not fall back from left to right?

If you use Edit Mode or Workbench to ever select a Font it will overwrite back to:

{ "Font;common",

and you’d lose the other font search path. So not really recommended unless you never plan to Edit Fonts.

The way I described above is best method for use with Edit Mode or editing via Workbench.

Would changing blade length revert it? That’s mostly all I use with the menu.

Blade Length would not, but if you ever edited fonts you’d lose the Voice Pack if it’s not in the font or common, so my original recommendation still applies. If you choose to set up differently then you run the risk of losing the desired Voice Pack in the future.

1 Like

Yeah, if you ever plan on using Edit Mode or the Workbench to copy presets or mess with font assignments, just drop all the contents of common into the font folder itself.

Added Vader V2.
Much improved voice model.
It’s him!

3 Likes

@Fett263 I get what you mean, thanks. Going to try it out tonight. :smiley:

Update: It works perfect. Here’s a VideoTeaser for those that wanna hear them in use.

@NoSloppy Now to download @MegtoothSith and VaderV2.

Added:
Darth Malgus
Savage Opress
Grand Admiral Thrawn

1 Like

@NoSloppy these are magnificent, thank you for all the hard work you put into these great voicepacks.

I wanted to make you aware that in the Mace voicepack there is a file naming error. The files “mzero.wav” and “ninety.wav” are flipped. The file “mzero.wav” says “90”, while the file “ninety.wav” says “0”. I discovered it checking my battery percentage after finishing an install when Mace said “02 Percent”. Changing to a different common folder reported it as “92 Percent”. So I checked the files and discovered the flipped file names, changed them, and Mace now correctly says “92 Percent”. Just wanted to let you know. Thanks again for all your hard work.

Thanks for the catch! Fixed.

1 Like

I don’t know if you are still doing these, but has Han Solo been suggested?

1 Like

sure, and nope not yet.
on the list now.

3 Likes

I found “Rebel_Leia” voice pack has a discrepency,

Post Off Size sound in all of these is named “mpstofsz.wav”, but in the Rebel Leia it is named “mpstoffsz.wav”. Not sure if it’s even used (yet), but thought i’d mention it, as it seems like a typo.

Also, “General Kenobi” is missing:

mdown.wav
mselect.wav
mup.wav
mzoom.wav
voldown.wav
volup.wav

Thanks. Yeah post off size isn’t used, but I corrected it, and added the missing sounds to General Kenoobi.