Quick and dirty program to generate voicepacks for NASB.
Simply drag and drop a properly formatted folder onto the EXE, and it will do the rest!
Setting up a folder to create a voicepack is pretty easy, just do the following:
- create a folder with a name that matches the id of the character (or object) you wish to create a voicepack for.
- add audio files to the folder.
- files should be in ogg, mp3, or wav format.
- the name of the file should correspond with the id of the action you'd like to trigger the sound.
- add folders to have an action randomly choose between them.
- like loose files, folders should be named with the id of the action you'd like to trigger the sound.
- names of audio files inside these folders doesn't matter.
Folder structure
CharacterId (root folder)
↳ MoveId1.wav
MoveId2.mp3
MoveId3 (folder)
↳ clip1.ogg
clip2.ogg
clip3.wav
Folders used to contain multiple sounds per action:
Multiple audio files inside of a folder:
Nick Voicepack Packer generates a .voicepack
file, which is simply a .zip
file renamed to prevent end users extracting voice packs and installing them incorrectly.
If you'd like to manually edit anything inside of the packed file, a .zip
file also gets generated.
PLEASE NOTE: If you end up using the .zip
to manually edit your voice pack, please rename it to .voicepack
once you're done. This makes installation significantly more clear for the end user.
This program generates the bare minimum of what the mod requires to function. If you have a basic knowledge of the JSON format, you can further customize your voicepack by making edits to the package.json in the output zip. In particular, there are 2 fields you can adjust as of this writing:
- "weight": This property is attached to clips that are a part of a group, and control how often each clip plays. The values are all relative to each other.
- Ex. Making them all the same will cause them to play equally as often, but making one
1
and another0.5
will cause the latter to play half as often.
- Ex. Making them all the same will cause them to play equally as often, but making one
- "volume": Does the obvious. Default value is 1, and it is multiplied by the sfx and master volume during gameplay.