Hi all,

This bug baffles me. I am using Sapi exactly as listed in the Microsoft SDK documentation, and since most voices work just fine I don't see how I can do things very differently. One thing I have been thinking about is rewriting the wrapper to use the Active X interface instead rather than interacting with Sapi directly, in other words do it the same way as scripting languages like JavaScript or Autoit would do it when you instanciate the spVoice object. Whether this will actually make a difference, however, I do not know.

Kind regards,

Philip Bennefall
----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Friday, March 25, 2011 2:09 PM
Subject: Re: [Audyssey] pull


Hi Michael,

Pull was written by TJ Squires, and I don't remember his e-mail
address. However, I believe  it is in the readme that comes with the
game.

However, there is nothing TJ can do about the Neospeech problem. It is
a well known bug with BGT itself, and until Philip Bennefall fixes it
every game written with BGT will have the Neospeech problem. You'll
just have to use a different Sapi voice I'm afraid.

Cheers!


On 3/22/11, michael barnes <c...@samobile.net> wrote:
Hey, does anyone know how I can contact the person that made the pull game?
I would like to tell them about the problem that I am having when I use
the neo speech with their game.
Thanks

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