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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Campaign Cinematics Voices other languages

    Scheduled Pinned Locked Moved I need help
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    • C Offline
      CyberLinkXfr
      last edited by

      Hi there!

      While searching for a better way to play Supreme Commander, I stumbled across a Reddit post mentioning FAF. This project looks incredible—the work here feels very professional!
      I tried playing the SupCom campaign in co-op mode with French localization. However, I noticed there were no voices, even though the US version seems to have them.

      As an old-school PC gaming enthusiast, I thought, "Maybe the game is looking for French voice files but can’t find them." I experimented by copying voice files from Supreme Commander into FAF’s voices folder and created a "FR" folder alongside the "US" one, but no luck—still silence.
      I also checked the SCCA_Coop_E02_strings.lua file in the map folder, hoping to find a string that might point to the issue, but I came up empty-handed.

      I’m sure there’s a simple fix, but I’m stumped. I’d love to hear any tips from the devs or community! This could also help with other languages and improve immersion for me and my friends.
      I hope this isn’t too long for a first post. Just wanted to say a big hello and thank you for the amazing work on FAF. I can only imagine the effort it took to build this!

      Cheers and happy building!

      1 Reply Last reply Reply Quote 4
      • IndexLibrorumI Offline
        IndexLibrorum Global Moderator
        last edited by

        Thanks for your kind words.
        I don't know the answer to your question, but you may also try to ask it in our Discord. You'll find a reply faster, I think.

        "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

        See all my projects:

        1 Reply Last reply Reply Quote 1
        • maudlin27M Offline
          maudlin27
          last edited by

          From my own (limited) knowledge - in respect of taunts, audio clips are included in what's called a sound bank file and referenced with a particular string code. In contrast, the text for the taunt can be passed through a localisation function which will convert it to the user's language.
          So I suspect that while translations exist for the text, there's only an English recording.

          However as Index says discord is likely to provide you with a better answer, either the modding general part of the FAF discord or the coop discord.

          M27AI and M28AI developer; Devlogs and more general AI development guide:
          https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
          https://forum.faforever.com/topic/5331/m28ai-devlog-v241

          1 Reply Last reply Reply Quote 1
          • speed2S Offline
            speed2
            last edited by

            There is no simple fix for this. Original SC used slightly different version of the audio engine and any sounds from the SC have to be exported with the correct version to work in FA. On top of that there is really no simple way to add the FR voices with the current way of coop updating/patching.

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            • SaverS Online
              Saver
              last edited by

              @speed2 That's a real shame, I was looking for a solution myself. But thank you very much for the brief explanation. @CyberLinkXfr Welcome 🙂

              auch mal fünf gerade sein lassen

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              • C Offline
                CyberLinkXfr
                last edited by

                Thank you all for the warm welcome! I can indeed understand what @speed2 is saying. Is there a way to reverse-engineer and decode the original SupCom audio files, then re-encode them to match FA's format?
                I have an idea: since the co-op map is in the map folder, we could collect the Lua files that specify the audio file locations. Some of them are in banks like E01_VO.xsb and E01_VO.xwb. There must be software out there to help with this.

                I’ll join the Discord channel and am grateful for your kind responses! I hope to keep this updated if any progress is made.

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                • speed2S Offline
                  speed2
                  last edited by

                  Yeah there is a way since its been done for the english ones. There is tool for unpacking the sounds, unfortunately this breaks the naming so you have to go through all the sounds and rename them back to the correct name. Then you need specific version of XACT and the original fa project files to pack it back together in the correct format and settings.

                  That alone is kinda annoying.

                  After that there's the patching process which is extra manual work for server admins to push the new voice files. And with the current system I dont think there is a way to include it only for those that would use them. It would have to distribute all languages to everyone.

                  Overall I'd say it's not worth it right now.

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