Hi Corry and all,
Actually, in late 2006 and early 2007 I was investigating the use of 
human speech in games and it never panned out. There are allot of issues 
involved in trying to use human speech that allot of gamers on this list 
probably don't realise.
First, the process was extremely time consuming. I would have to write 
up a list of things I wanted recorded, wait until the voice recordings 
were complete, and when I got them edit them the way I needed them. If 
any files needed done over again that added more time to that one batch 
of files.
Second, there was no consistancy in the recordings. For example one 
batch might be at a resonable volume, and the next batch would sound 
like the person was too far from the microphone forcing me to amplify 
the next batch to be of the same volume. That often resulted in distortion.
Third, the persons mood would slightly alter the way the person spoke. 
For example, if the person was tired the voice samples would sound 
slightly tired. The next batch might sound happy and chearful. That kind 
of shift between files really stands out and doesn't really sound like 
natural speech. It clashes because generally we are use to speaking to 
someone in one state of being at a time. We often over look the sound of 
mood, pitch, sound of a person's health, in their voice until it changes 
suddenly or we are looking for it.
Finally, the availability of the narrator. If I need to make future 
updates to the game and can not get in contact with the narrator or the 
narrator is unable to continue the project I have to start from scratch. 
That literally happened to me once, and I don't want to repete that again.

As much as I agree human speech sounds better over all than software 
speech there are allot of advantages to using software speech. Software 
speech is always available, you can purchase as many voices as you need 
to create game voices, the voice is consistant, etc.


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