That's the point. I had the Neospeach voices set as defaults whenever this
happened. So I'm using AT&T Mike at te moment despite that not being one of
my favorite voices.
We are the Knights who saaaaay...Ni!
----- Original Message -----
From: "shaun everiss" <[email protected]>
To: "Philip Bennefall" <[email protected]>; "Gamers Discussion list"
<[email protected]>
Sent: Tuesday, January 11, 2011 8:24 PM
Subject: Re: [Audyssey] BGT future development - My replies
on the subject of sapi, bgt should always use the system default unless
you choose.
Hi all,
Thank you for the large number of suggestions! I'll respond to you all
below in one big message, as to avoid cluttering up the list.
Thomas. If I added force feedback I think it would actually be
advantageous for me to do everything through code, as the goal of BGT is
to wrap everything for the end users without requiring use of the
underlying facilities. I'll definitely look into it.
Kai. I have looked into XInput, but it does not support neither keyboards
nor mouse devices which makes it rather unatractive for me. The only
reason then to use it would be for extended joystick and game pad support
which is certainly an option, but not something I'm sure about just yet.
As for Midi support, I don't think this will happen. In order to provide a
soundtrack that sounds the same for everyone, one would need to use some
sort of instrument bank such as a soundfont or similar to play the music,
which would require me to write an entire sound font player. This is not
something that I'm very keen on doing at the moment. And as regards to
reverse engineering, I'm doing as much as I can to avoid it (e.g. applying
layers of encryption, not encrypting the actual script but rather the
AngelScript byte code, including verification checks etc) but as with any
software, it is not impossible. You can reverse engineer any program if
you are determined enough, and BGT is no exception. Having said that,
however, it certainly isn't easy. Lastly, Anti cheating is certainly
possible in BGT. Right now there are only hash functions, but I can add a
crc32 function as well if there's an interest in that.
Allen. Multithreading would indeed be nice, but let's take a look at some
of the practicalities there. Let us assume that you have two loops running
in two separate threads, and they both modify the same global variable.
You have no way of knowing what value the variable may or may not have, at
any given time. To prevent this, we would need something similar to a
critical section or a mutex to lock access to some resource during a short
amount of time while a thread accesses or modifies it. Here we are getting
into quite advanced concepts of programming (e.g. thread synchronization),
which is way beyond the simplisity goals of BGT. Co-routines is one option
that I am considering, however.
Hayden. The idea with the helper layer is that it is meant to be open
source, so that users can go in and modify the includes to their liking.
Something like the sound pool or the dynamic menu class are perfect
examples where the functionality is necessary, but not really as part of
the engine's foundation. This way, you are able to choose which of these
components that you wish to include in your game rather than having them
forced upon you. The engine implements all the low level control such as
the sound and timer classes, and then it is up to the script writer to
make use of these as I have done in these wrapper modules. In other words,
the helper layer is meant to let you pick and choose which bits and pieces
you do and do not want, which you can't do with the core functionality.
Ryan. Loading dll's would indeed be very useful, but the main issue is
that AngelScript currently does not support variable parameter function
calls or optional parameters to functions. I could do something in the
preprocessor stage like VB 6 does, where you specify the name of the
function that you want to import as well as the dll filename but this
still leaves me with the problem of turning the AngelScript classes into
structs when these are passed as parameters, for instance. In short, this
is probably possible somehow but would require a huge amount of time. I'll
keep it in mind though, and if a lot of people want it it will make its
way into the engine eventually, as will COM support.
Bryan. I have an idea about what might be happening regarding your Sapi
issues. In the dynamic menu class, if you do not specify a specific
tts_voice object that you wish to use, a temporary one will be created for
you behind the scenes if you are using tts options. The problem as I see
it, is that NeoSpeech may not allow multiple instances of its engine to be
run simultaneously and so the menu does not work. The solution is to
always call the set_tts_object method in the class before calling any of
the run methods, so that it uses your existing tts_voice object instance
for its output.
Kind regards,
Philip Bennefall
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