About the same here on the microphone front - I've got a desktop mic and a 
headset mic I can use, but I doubt either of them is exactly studeo quality 
(though they are pretty good). I can also do some audio editing, 
mixing/removing/whatever, but getting rid of tape hiss (distortion because 
of low quality source material) is beyond my pay grade.

--------------------------------------------------
From: "Ron Schamerhorn" <[email protected]>
Sent: Tuesday, June 30, 2015 13:34
To: "Gamers Discussion list" <[email protected]>
Subject: Re: [Audyssey] braille/large print/other media for audio games (was 
info games game engines)

Whole heartedly agree.  I don't have studio quality here but passible.
Willing to voice any part of the audio project.  Okay I've also a
braille printer from my ex ex, not quite sure what it can or can't do.
So I best leave that for those who know more.

Ron


On 6/30/2015 12:54 PM, valiant8086 wrote:
> Hi.
>
> I may try to lay down my voice as a narator, just give me something to
> read and I'll see if I can cook up something with my so-called
> production mic and we'll see if anybody can stand my west by garsh
> virginia language, grin. I can even burn the audio to a bunch of disk
> if someone tells me where to send them. I'd rather send them all to
> one destination where someone else handles further distribution
> though. I'd even be willing to pay for the disks and shipping them to
> this other individual but I want to know that I'm not sending someone
> a bunch of work that they will just put away in a drawer and none of
> us will ever hear from them again.
>
> In short, I want to see someone whom I feel I can trust handling that
> part of the job.
>
>
>
> On 6/26/2015 5:27 PM, Scott Chesworth wrote:
>> Hi Dark,
>>
>> As usual, I respectfully disagree about some of that :)
>>
>> Granted, it would be much much simpler to send electronic content in
>> to a bunch of organizations and let them handle production. The same
>> could be said for the print and Braille versions. Tbh, I've got
>> nothing at all against the idea of trying that first to keep the cost
>> to a minimum. It might work, and then everyone's a winner. However,
>> what I suspect you'll find is that unless you've got a personal
>> connection with someone at each organization or someone there who
>> already digs audio games, it's fairly likely that the electronic copy
>> will get filed away somewhere and not distributed to the people they
>> have contact with beyond an initial run. Before audio paid the bills
>> here, I worked for a few charities, and saw this happen many times. It
>> might not turn out to be practical for the community to produce hard
>> copy, but if there's any way to make it so, I think that hard copy
>> would stand a higher chance of reaching relevant people, because
>> reclaiming cupboard space is often a higher priority than keeping the
>> network drives tidy in many offices nowadays. A cynical view perhaps,
>> but like I said, I've seen it happen enough to believe it.
>>
>> Two thoughts spring to mind about a synth narration. Firstly, we're
>> coming at this as people who use a computer for hours each day. Most
>> of us probably have a favourite synth that we're comfortable with, and
>> most of us have probably reached a point where we naturally tune out
>> the robot voice and just process the words it's churning out. That's
>> not the mindset of people when they're less familiar with computers.
>> Having crunched the numbers in previous jobs that had audio versions
>> of newsletters that were narrated by synths, I can tell you that the
>> response was pretty low and the dissatisfaction was pretty high. I
>> used to work next to a chap who had plenty of people on his books that
>> would prefer to call him every month to find out what was happening
>> rather than listen to the newsletter, because the synth did nothing
>> for them. Synths haven't gotten markedly better since, and our target
>> audience seems likely to be of a similar mindset, so I suspect that
>> even though it'd be easier, it'd be something of a waste of time to
>> produce an audio version that wasn't narrated by an actual human.
>> Secondly, can you imagine the debate surrounding choosing which synth?
>> *shudders*
>>
>> Regarding trailers or at least some content specific to audio not
>> being necessary, that seems akin to saying "well ok, we'll put out a
>> print version, but we're not doing any formatting specific to that
>> version, nothing to draw peoples attention to the takeaway points if
>> they're skim reading". It just doesn't make sense for people not to
>> hear some actual audio gaming taking place given that they're
>> absorbing information in the perfect context when they're listening to
>> a CD. It's like the sound version of that old saying about a picture
>> being worth a thousand words isn't it. I like your writing style a lot
>> and am looking forward to seeing what you cook up, but think this is a
>> situation where hearing some well thought out snippets of game play
>> with explanations would do more to get newbies excited than reading
>> about it, no matter how well the content is written.
>>
>> Scott
>>
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