Yep, that's the baby - eSpeak is integrated in Oolite and will collide with all bigger soundpacks (BGS, Captain Berf Engineer, Captain Berf Pilot, Captain Berf Pilot Alien, Captain Berf Tactical Officer, CustomSounds OXP, Halsis and Hawksound). These OXPs are using voices in the soundfiles. Some of them were done before eSpeak was integrated, the others are doing it, because the quality is a lot higher with sounds instead of a ingame generated voice.DeathKnyte wrote:F2 screen > Game Options... > Spoken Messages = On
Don't get me wrong. eSpeak is a great step forward, but for BGS a higher quality was one of the goals. That's why it uses a modified CustomSounds.oxp. And the script in BGS can't simply disable a few sounds. Declarations in customsounds.plist can't be modified on the fly.
But you still have some options:
- Switch off spoken messages
- Or remove entries from BGS customsounds.plist
- Or use BGS-I and BGS-M (not BGS-A or BGS-C)
- Or rename the _descriptions.plist in BGS to descriptions.plist
What I've said .-) For me it's not a question of how programming works, it's more a question of giving feedback. A player should be aware of the status whatever he is doing and BGS supports this, regardless of the screen the player is currently on. And the sounds are (at least on my box) not starting at a full stop. It either means that your speed is not zero or that there is a conflict. Latest.log may contain a hint, so please post it here or send it via pm.DeathKnyte wrote:I wouldn't think so, like if my car engine is making noise (or not), it should not matter which windshield I'm looking out of. But again, I don't know how computer programming works.
However, upon even further testing, I have now discovered that I don't have to change view screens. The engine sound(s) will stop, start, remain intermittent as well - even when I have them completely turned off (speed = 0). This is beginning to become a very deep mystery...