the thing to note is you can't interupt sapi while its speaking something.
At 06:09 p.m. 9/03/2007, you wrote:
>  I myself am using a mix of SAPI and recorded voices for Rail Racer, which 
>works quite nicely.
>  The Sapi is used for feedback from the systems of your racer, such as 
>speed, current gear, fuel etc.
>  I use a third party voice for the synthed stuff myself, as it sounds 
>better, but for a long time I simply used Microsoft Mary, which isn't all 
>that bad, and everyone has access to this voice.
>  As for the inability to interrupt the wavs, not sure what that is about, I 
>have a method for Rail Racer that stops wav playback and I've never had 
>trouble with it.
>  Bottom line for me is that I use what is appropriate, pre recorded stuff 
>for menus and introductions and the like, and Sapi for feedback of dynamic 
>information .  Keeps both the CPU and programming overhead to a minimum.
>  Rock.
>  Che
>
>----- Original Message ----- 
>From: "Thomas Ward" <[EMAIL PROTECTED]>
>To: "Gamers Discussion list" <[email protected]>
>Sent: Thursday, March 08, 2007 10:17 PM
>Subject: Re: [Audyssey] USA Games and SAPI support?
>
>
>> Hi Shaun,
>>
>> Quote
>>
>> 1.  if sapi hasn't worked or is mangled somehow, and the user has no use 
>> for it otherwise then the user may have to fix it or something.
>>
>> End quote
>>
>> In my personal case I have rarely seen or heard of Sapi being so damaged
>> it can't be effectively used. However, I would label this one as an
>> issue as this can happen with any dependancy weather it is .NET,
>> DirectX, and the files can be damaged and require reinstallation.
>> Bottom line, this is likely one of those end user issues where the end
>> user installs incompatible software, and something like Sapi then gets
>> broken.
>>
>> Quote
>>
>> 2.  Unless said user has jaws8, zoomtext, or has got legally or otherwise 
>> the high quality voices he/she will not have a nice time.
>>
>> End quote
>>
>> True. However, generally speaking high quality voices don't cost that
>> much in U.S. and U.K. currency. The Neospeech voices are something like
>> $30 each over on Nextup which isn't too bad. I don't have a current
>> price list for Scansoft, but if you buy the voices individually you can
>> save money that way as well.
>> Another reason to think about technically speaking recording parts of
>> the tts engine and using in a game violates those copyrights again. In
>> this case I can avoid those legal restrictions by asking the end users
>> to purchase a valid license for the voices they want, or I can become a
>> reseller for those voices and have two price skales for the games.
>> A $30 version with no extra voices, and a $60 version with one high
>> quality speech engine of my choosing.
>>
>> Quote
>>
>> You could do more things than a speech synth ever could.
>> End quote
>>
>> No, that is actually the problem. Using wav files is very inflexable. If I 
>> want to create games with mission parsers, being scriptable, I'd have to 
>> use Sapi. I could not use wav files to handle custom changes in the name 
>> of ships, custom mission orders, etc...
>> Using wav files does slow the game down quite a bit just for the fact it 
>> is constantly opening and closing wav samples except those that are 
>> commonly
>>
>> being used. Those that are commonly used are stored in memory buffers
>> which in turns gets and waistes memory.
>> I'm not a resource fanatic, but I don't like waisting memory and CPU
>> speed either. The way Monty and STFC handles the system it is very
>> waisteful of resources.If it has them it will use them, and waiste them
>> on nothing more than speech where say a better audio environment could
>> have been used instead.
>> One last point is using wav files I have never found a good way to do
>> keyboard interupts etc. Sometimes it works, and some times not. A
>> glaring issue is the STFC full status report. I love getting all that
>> stuff read out, but I can't shut it up!!!! It does not work!!!
>>
>>
>>
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>
>
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