Hi Josh,

That's pretty much how I feel about it myself. If I am going to have a
game character like Arizona Smith say something in the game like "got
it" then obviously I'll hire a voice actor to do the voices since that
is a real person. However, for very generic stuff that would show up
as text in a video game like menus, status messages, level info, etc
I'll use SAPI to speak it. Its a real inexpensive and flexible system
for speaking generic game content. While I take Philip's point about
over all ambiance I still think SAPI is less work and less headaches
to deal with.

Cheers!


On 5/4/13, Draconis <[email protected]> wrote:
> Hi Tom,
>
> Full agreement here. We have started using SAPI in our new game engine as
> well, as has been evident in ChangeReaction 2 and SilverDollar. We use a
> very simple formula for deciding what should or should not be presented with
> TTS. That is, if this was a video game and the information being presented
> would be text on the screen, that information should be presented with TTS.
> Otherwise, human voices should be used.
>
> In the main menus for both CR and SD, we do have a human voice for the main
> options, because we are thinking of these options more as icons.
>
> Likewise, in CR, the coins in a video game would be graphically represented,
> hence they are named by a human voice during game play.
>
> We resisted using TTS for a long time. In fact, we weren't using it at all
> in early betas of CR2. In the end, the dubious benefits are far outweighed
> by the drawbacks of using human voices for every bit of textual output.
>

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