Is it also possible to read out the damage state after finish? That would be fun, too, thank you! I know that you can see this in some debug window:
Hey, first thanks for your work this mod is awesome ! But unfortunately listening to the pacenotes in english, translate them in my head and driving at the same time is a bit hard for me haha. How do I change the voice language? In the mods files I've found "default.voices.json" and "languages.mainSettings.json", so I suppose that it's possible to change the language. I've tried adding a french version to the languages json but it doesn't seem to changE anything... Thanks for your help EDIT: Also on the screenshots you took for the mod presentation, you have much more scenarios than me. How do I get them all and not only a few ones?
Hey, thanks! Yes, other languages are supported in the sense that it is possible, but it hasn't been explored too much because I only speak English unfortunately. My friend SPittlebug has made Italian notes - https://www.beamng.com/members/spittlebug.533317/ For existing stages, the pacenotes have to be translated from English to the desired language. Once they are translated, the audio files can be generated. Or, one can create a new rally stage in French, for example. We could create a tool that uses Google Translate to translate from English to French, and that would take care of the bulk of the work. But I'm not sure if the French notes would sound realistic, for example if the auto-translation didn't work perfectly. I think we would have to just test it and find out. It looks like that screenshot includes stages from the maps by Bardaff https://www.patreon.com/BardaffMods/posts . His maps are top-quality and made for rally! I had to remove some of my own stages, which may be showing in the screenshot, after I made some internal changes to the mod and needed to re-make the stages. Haven't managed to re-make them yet... sorry about that...
Hello I'm kind of a bit lost trying to figure out on how to change default voice and default pace note style. a small guide would be nice. plus id like to add my own google text to speech voices (if possible, i really loved the old one, that male voice, should be included) and one question - where da icons at (pacenote directions)? oh and id love to help add support for 'Swedish' and 'Latvian' although wouldn't be necessary after the implementation of the suggestion bellow this text also if possible, try looking into using DeepL, its like 100x better than google translate, i think they have a way to request an API key and you get tons of translations per day for free although API key thingy isn't needed if your just gonna do manual translation using the website although i don't think they have a voice for most things but at-least the text translation is outstanding. good for the use of translating the text, and then using a google text to speech to read out the translated text. yet another suggestion for following up of speech voices settings and such, if possible, the UI where you can change pacenote co-driver volume n timing, could possibly add a drop-down for voices/languages (just ctrl + c, ctrl + v the dropdown with the refresh button from the mission loading thing)
Yes, you're right that a guide is needed ... that's my bad. There aren't any visual pacenotes like some games have, but if that's a feature request, good to know! DeepL sounds like a good idea, I will look at it. Do you have the Racelink desktop app running? We should be able to get the english male voice running. The voice stuff isn't as refined as I'd like, but it works. In the Racelink voices tab, you define the voices you want, so you'll need to add a British Male nerual2 voice. This is a little confusing but...as you know the audio files are generated from the pacenote text. So to switch to the male voice, a new set of audio files will have to be generated. This is all automatic, and we just have to associate the new British Male voice with a stage. A stage is technically a rallyStage mission, so you can open the World Editor, then open the Mission Editor, find the stage you want, and open that stage in the Rally Editor. There is a big white button at the top of the mission editor to open the rally editor. Just hover the mouse and you'll see it's the one on the right. Once you're in the Rally Editor, go the the Notebook tab and add a new codriver. A codriver means: "generate audio files with this voice for this stage." Click Save in the Rally Editor after adding a codriver. Finally, in the Rally Editor settings tab, you can set voice used for the stage. Let me know if any of that works. I can make a video to explain it better, it's not as complex as it sounds when written out lol
Hello, thank you so much for this wonderful mod! I am having a few issues though - 1. Most of the time, the voice calls out the "four left" turn immediately after finishing the previous call, like even before i actually hit the hairpin. (See note screenshots) 2. Repositioning the nodes (green, red, or blue) is problematic, because every time I click and drag on one, it does move it, but also throws a bunch of errors that sends the rally editor back to the mission editor. (See error log screenshot) 3. In Racelink, the "New Voice" button does nothing but reset the values of the default "My Voice". And even when I change and save the value for "My Voice" and select it inside the in game Rally Editor (under Notebook => Co-Drivers), it makes no effect. Still the British woman. Thanks again for everything! I can provide any files necessary, just let me know
Hey thanks! This is useful for fixing the bugs, but I think there are workarounds for all three of your issues. 1. There is an field you can set on a pacenote called "Codriver Wait", which is a dropdown at the bottom of the Rally Editor. I'm 90% sure it's included in the repo release, but if not its in the latest github release which is linked to in the repo page. Codriver Wait is still a bit experimental. If you set it to "large" on a tight or slow corner, like a hairpin, then it will "block" the audio for pacenotes after that corner until you make it through the slow corner. I think the small and medium values for CodriverWait aren't really used anymore. 2. I've seen that error before...I really need to fix it... It happens when an audio trigger (blue node) is on the same driveline point as a red or green node. You can fix the error by finding moving the audio trigger. Audio triggers nodes aren't really used anymore since the audio play back is now triggered by vehicle speed and distance, and codriver wait. 3. Voices and codrivers definitely need some more development, but you can get it working. You can edit the file at 0.32/settings/aipacenotes/user.voices.json. If it doesn't exist, then reference settings/aipacenotes/default.voices.json in the mod itself, which you can find on github. Once you add your voice, you should be able to see if appear in the Notebook tab of the rally editor, where you can edit the codrivers. Let me know if it works! --- Post updated --- Here is the list of voices: https://cloud.google.com/text-to-speech/docs/voices The Language Code and Voice Name columns are what the voices.json file uses. The default.voices.json file: https://github.com/alexebird/beamng...ster/settings/aipacenotes/default.voices.json
Thank you for your reply! Yeah I've been messing with it a lot. I did manage to change the voice, and the overlapping calls is actually fine. I think the only real issue now is the logged error on moving nodes. Note, it is not just the audio trigger that causes this. Adjusting the corner start/end nodes causes the same exact thing. I've moved the audio trigger many times and it has never stopped the error from occurring for any of the nodes. Sometimes my cuts aren't perfect, and I would love to be able to reasonably edit them in the rally editor without having them disappear and change back to a different menu, then I have to click "rally editor" again to move a node again, rinse and repeat.
Assuming it’s the same issue as I’ve seen in the past, ANY waypoint that’s on the same position as any other waypoint would cause the issue. It may not be obvious which one it is.
make sure that you don't have two drivelines. it can happen if you click on import recce twice, or maybe you restart the recording without clearing the old one first. i did that once by mistake and it was causing a bunch of weird errors.
That's a good tip! I don't believe I had multiple driving lines, but if I did, the one that should have been cleared was only for like the first turn, not others that I was trying to move (which all error). I assume you mean two drivelines, per mission right? Multiple custom missions, each with a single driveline/pacenotes, should be fine? Thanks again for the help.
I had the same issue as Boostbuster, which in my case was the fact that the code in beamng transformed the numbers written in digits as written in plain letters (i.e "left 5" => "left five") when looking for the audio file, but when generating the hash for the filename, RaceLink didn't apply such a transformation when downloading the soundfiles, resulting in a different hash/filename than expected and thus a fileNotFoundError. The issue arises when using older files where the numbers didn't got automatically transformed (in my case the pikes peak pacenotes) and are still in plain digits. I would either suggest making racelink do the aforementioned transformation on the notes content before generating the hashes for saving files to fix this issue. You'd have to regenerate every audiofiles or have a script that renames them in the pacenotes already made tho. Or you could add in the beamng mod a check such as if the file is not found, try re-hashing without modifiying the note content and try findng the file that way (or even rename it the correct way fixing the issue retroactively), so that you don't have to regen the files. This mod is incredible nonetheless, please keep up the good work. I also ported the pikes peak in the dirt version of the map, they were ported as-is from the tarmac version and I didn't test them thoroughly, they seem to work fine as it's the same layout but w different surface.
Hi, Is this mod working with Beam NG v0.33.3? I can install it but then nothing shows up under the scenarios. I've tried this version 0.5.2 and the latest from github 0.5.5 Thanks
Today I can see the scenarios... I have no idea what I have done that is different from the other day.
i think the scenarios should work. if not try to start the missions from freeroam. it is working on my side. what is not working anymore since 0.33 for me is the rally editor so i am not able to work on new stages..
Hi, I was wondering if it is possible to specify your own audio files for specific pace notes in the editor? I'm in the process of extracting all of the pacenote files from Dirt Rally 2 and cataloging them to create a full library. Is it possible to manually select a specific file for each pacenote trigger within the editor? If there is a guide somewhere about how to do this that would be great. (please excuse the username, this account is very old haha...) Thanks, Oscar
I belive so yes, however, it is much more convenient to use the AI functionality as it will automatically do all the distance calls. Another bonus is that the AI voice can say exactly what you want so for example it could say "Left 3 past house" which isn't possible with premade voice lines that you cannot edit.
I've used this mod before and it worked fine, i updated to the latest version and ran into this message. I found the racelink app (which isnt linked in the mod description btw) and have it running. mod is unpacked. not sure if i'm missing something.
Hey sorry about that... I just made a new mod release that should be compatible with 0.34. Can you give it a try and report back? https://github.com/alexebird/beamng-aipacenotes-mod/releases/tag/v0.6.0-alpha The only known issue is some NO MESH. I'll fix that once we know it's working.