How do you create a valid "play sound" event in a CLIP (Animation)?
I have been working on a custom Sim to Sim social interaction for some time now and just ran into a problem:
I fail to implement a way to
play sounds/voices along with the animation.
I didn't even succeed in referencing a different sound in existing object or sim animations.
Because of what I've learned from the various forum posts and tutorials I'm presuming that the only reference needed to play a sound or voice is the one described in a CLIP's sound event.
Here's what I have tried so far:
1) Hex-editing a Anim Tool converted SMD file and packing it using
S3PE
2) Hex-editing a
S3PE exported animation file and repacking it
3) Adding a sound event to a basegame animation using
TS3 Animator 4
4) Creating a object mod following
RothN's animation tutorial to the letter but additionally adding a sound event
N.B. that TS3 Animator 4 does add a sound event but does not save the field value for the name of the sound to be played
5) Hex-editing the CLIP from 4)
6) All of the above with a Jazz-Script that includes all actors from the new sound's original context
I am not sure about what those ".ma" sourcefile references in the relevant files actually do.
7) All of the above with voice as well as sound tagged resources
The only method that worked so far is importing an animation with the wanted sound events to blender, changing the animation and packing the exported file with S3PE.
For various reasons I cannot do that for some animations I created or want to create.
My next step would be to try to add play-sound instructions to my Interaction class like shown in
this tutorial by Flyby but I'd rather keep sound and animation synced by the state machine as the vanilla game does it.
Is there anyone who can think of something I am missing? - Maybe there is a very simple way to do this I haven't tried yet.