Re: [Flightgear-devel] New release

2010-12-24 Thread Erik Hofman
On Thu, 2010-12-23 at 13:12 -0700, John Denker wrote:

 One begins to wonder whether some of the place-names should be loaded
 on a tile-by-tile basis (like scenery) rather than in one big chunk.

One plan I have (but did not find the time to implement) was to mmap the
voice data file and copy sections of it to a new AL buffer when needed.
the xml library in utils/xmlgrep already implements mmap for linux
(macos) and windows.

Erik


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[Flightgear-devel] Text-to-Speech system, was: New release

2010-12-24 Thread Mirko Stanisak
Hi all,

On Thursday 23 December 2010 21:27:19 Stefan Seifert wrote:
 Makes me wonder how difficult it would be to fully integrate festival into
 FlightGear. Not using some external program, but linking the library and
 shipping appropriate voice files.
 
 Stefan

in this context I would like to point you to a text-to-speech library 
developed by the Carnegie Mellon University: Flite (festival-lite, see 
http://www.speech.cs.cmu.edu/flite/). It can be embedded in existing code 
quite simply, requires no additional dependencies, is thread-safe and 
distributed under an X11-like license which should (please correct me if I'm 
wrong) be compatible with the GPL...

Merry Christmas,

Mirko

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Re: [Flightgear-devel] Text-to-Speech system, was: New release

2010-12-24 Thread Mirko Stanisak
On Friday 24 December 2010 20:14:17 James Turner wrote:
 Looks very interesting - have you used it yourself? Would be good to know
 how complete, actively maintained and so on it is.
I've used Flite to generate voices in ATC simulations (so that you can listen 
to the commands between simulated pilots and controllers). It worked quite 
well, the speech was understandable quite well, even if it sounded very 
artificial. On the other hand, one could certain do a better voice for ATC as 
the vocabulary is very limited in this case.

 I'd sooner ship 2mb of code than 30mb of wav files, if it opens the door to
 arbitrary, ideally Nasal-based, ATC/ATIS/etc. Festival has always been too
 scary to consider embedding.

Full Ack. Even if Flite is a little bit larger when beeing included 
(statically):

2,0M/usr/local/lib/libflite_cmu_us_kal.a
508K/usr/local/lib/libflite_usenglish.a
652K/usr/local/lib/libflite_cmulex.a
1,3M/usr/local/lib/libflite.a

And I don't know how well Flite works on non-Unix platforms like windoze, and 
how active it is maintained currently...

Regards,

Mirko


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Re: [Flightgear-devel] Text-to-Speech system, was: New release

2010-12-24 Thread John Denker
On 12/24/2010 01:53 PM, Mirko Stanisak wrote:
 I've used Flite to generate voices in ATC simulations (so that you can listen
 to the commands between simulated pilots and controllers). It worked quite
 well, the speech was understandable quite well, even if it sounded very
 artificial. On the other hand, one could certain do a better voice for ATC as
 the vocabulary is very limited in this case.

The voice quality of flite is 
 a) good enough for ATIS/AWOS (which in real life are often synthesized and
   artificial-sounding), and
 b) better than anything that is likely to be achieved anytime soon using 
  the current code that pastes together snippets, and
 c) infinitely better than what is in the git repo at the moment, which 
  is no ATIS at all.

Also:  The cpu workload of flite is pleasantly small.  On my machine it
 takes something like 60 milliseconds to render a typical ATIS message.
 Furthermore -- if properly implemented -- this could be done in a separate
 thread, so that in a modern multi-cpu machine no time at all would be
 taken away from the main simulation.

To say the same thing another way:  I have an investment in the existing
snippet-based system, but I would be well pleased to see it replaced by
something better.

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[Flightgear-devel] ATIS, AWOS, synthesis, runway -in-use, et cetera

2010-12-24 Thread John Denker
On 12/23/2010 04:58 PM, Dave L wrote:
 If you can email me the words and script that would be great.  It took quite
 a long time to index all the words when I did the original recording - this
 should be a lot quicker.

I put up a little care package at
  http://www.av8n.com/festival/

The scripts are not very Muggle-friendly ... but they're a lot 
easier than recording a few thousand snippets by hand.

Hint:
   ATIS_ONLY=yes  FG_ROOT=whatever  ./list-airports | ./words_per_line  
atis.list 
   FG_ROOT=whatever  ./atis-lex  atis.list
   ./synth.pl atis.list default.vce default.wav
   ./voice.pl - # to test it

Hint:
  ./synth.pl -h

Hint:
  I recently pushed some more upgrades to
http://gitorious.org/~jsd/fg/sport-model/commits/atis



This is way better than nothing, and is needed in the short run,
but in the medium-long run a reliable realtime synthesis system
is needed.

=

While we are on the subject, it would be great if somebody would
figure out how to integrate all the ATC stuff with the multiplayer
stuff, so that everybody on the same frequency would hear the
same transmissions.

As I see it, if there are N players, there need to be N+1 processes,
namely one for each player plus one for the ambiance.  The ambiance
includes not just things controllers say but also ATIS/AWOS, pilot
controlled lighting, etc. etc. etc.

It would be super-cool to have one player turn on the pilot controlled
lighting and then have *all* the players see the lights come on.

ATIS and runway lighting are also tied up with the more general
concept of runway-in-use, which interacts with reversible ILS.
Right now FG allows simultaneous approaches to both ends of a
reversible ILS, which is just ludicrous from the radio-physics
viewpoint as well as the pilot's operational viewpoint.  The 
patch to do something sensible with reversible ILSs has been 
available for a couple of years.  !00% of the pilots who have 
commented on it consider it an improvement.
  http://gitorious.org/~jsd/fg/sport-model/commits/navaid-repairs/

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[Flightgear-devel] Minor menu renaming

2010-12-24 Thread Stuart Buchanan
Hi Guys,

I've been updating The Manual for the upcoming release, including
updating the command reference to include the changes to the menus. I
came across a couple of menus which seemed mis-named, and for which
I've just committed some changes.

Specifically:

1) The AI menu had AI prefixed on all the menu items, which seemed
redundant given that all these menu items exist under the AI menu.
I've made the following changes:
AI Options - Traffic Options
AI Formation - Wingman Controls
AI Tanker - Tanker Controls
AI Carrier Options - Carrier Controls
AI Scenario Select - Scenario Select

2) Moved Common Aircraft Keys up from the Key References section,
and renamed it to Aircraft Help, given that it usually includes more
than just key bindings.

I think both these changes are pretty uncontroversial and reflect much
more closely the dialogs themselves, hence I've just gone ahead and
committed the changes. If anyone really objects, or has a better
suggestion, I'm happy to back them out.

Happy Holidays to everyone!

-Stuart

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