Here's what I am thinking Dark (and thank you for being so supportive of my 
developments, sorry my game hasn't been able to work for you.  I hope to 
port it to C++), I'm thinking that I used text files to cut down on file 
size for some parts of the game where SAPI would be reasonable (such as I 
have suggested), but I think that incorporating sound files into the program 
would be a great idea.  The games that are being created should be self 
voicing, shouldn't they?  By the way, sounds would be triggered via text 
files which contain the properties of a room.

Thank you,

gamehawk


>From: "Dark" <[EMAIL PROTECTED]>
>Reply-To: Gamers Discussion list <[email protected]>
>To: "Gamers Discussion list" <[email protected]>
>Subject: Re: [Audyssey] Blind Game Authoring Tool (Not Audio Game Maker)
>Date: Tue, 6 Feb 2007 21:46:18 -0000
>
>Hello Gamehawk, and welcome to the list.
>
>I believe I saw your topic on Audiogames.net (my handle there is Dark
>empathy).
>
>Either interface would be fine with me, however, I wonder if rather than 
>the
>program reading text files (presumably with Sapi or similar), it could play
>sound files recorded in something like Wav, mp3 format.
>
>This way, interactive fiction games with sound effects, in effect
>interactive radio plays or acted stories with sound effects, could be
>created.
>
>It is true that currently, writing interactive fiction does require certain
>programming knolidge. However, in terms of availability, there are 
>literally
>hundreds of interactive fiction games quite playable with screen readers
>(not to mention the Win frotz interpreter that will output Zcode games
>directly to Sapi), there are however very few fully audio adventure games 
>in
>that sort of style (only two to my knolidge, and niether was particularly
>difficult).
>
>For something of this type see:
>
>http://www.cs.unc.edu/Research/assist/et/2005/SoundsLikeFun.html
>
>I don't doubt that this would be harder to program, but I deffinately think
>it'd be worth it.
>
>Beware the Grue!
>
>Dark.
>
>
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