Hi Tom.
To answer your question.
Yes you only have access to MS. Anna.
It sure would be nice to have access to all of the voices once again in the 
world of windows seven and the 64 bit processor world like we took for 
granted in the vista and 32 bit world.
Hope this helps Tom.
Ron who's still getting use to the Logitech f510
Ron Kolesar
kolesar16...@roadrunner.com

--------------------------------------------------
From: "Thomas Ward" <thomasward1...@gmail.com>
Sent: Saturday, April 30, 2011 10:24 AM
To: "Philip Bennefall" <phi...@blastbay.com>; "Gamers Discussion list" 
<gamers@audyssey.org>
Subject: Re: [Audyssey] Regarding sapi and BGT

> Hi Philip,
>
> Thanks for the post. What you said makes a lot of sense. I have
> discovered myself that when I was using C# .net to write the G3D
> engine I had no issues with Sapi at all. Neospeech Kate, Neospeech
> Paul, etc worked fine. When I converted it to C++ those voices started
> giving me problems. So I agree the problem is most likely do to the
> fact we are accessing them directly through the C++ libraries rather
> than a strictly com implamentation the way other non-C++ languages
> handles Sapi 5.
>
> While we are on the topic of Sapi voices I just discovered something
> else that will give you and other gamers something of a headache. I've
> found out that Windows 7 64-bit has real troubles with older 32-bit
> Sapi 5 voices. The only Sapi voice that is reliable on Windows 7
> 64-bit is Microsoft Anna 5.4. I think this will possibly present
> developers some hastles with Sapi in the future. Can anyone confirm
> this issue?
>
> Cheers!
>
>
> On 4/30/11, Philip Bennefall <phi...@blastbay.com> wrote:
>> Hi all,
>>
>> This message is intended for those of you who either write games in BGT 
>> that
>> use Sapi, or play BGT based games that make use of it.
>>
>> There has been a long standing issue where certain voices don't work well
>> with BGT, obviously affecting all games written with it. For quite some 
>> time
>> I had no clue why this was, and just put it down to improperly configured
>> voices and the like. But I have discovered that the issue stems from the
>> fact that I am using the C++ Sapi interface directly, as I am told that
>> programs written in languages such as VB or even JavaScript do not suffer
>> from the same problems. Thus, I have concluded that I need to redesign 
>> the
>> entire Sapi codebase in the engine which is what I am now in the process 
>> of
>> doing. Instead of calling upon the C++ Sapi interface directly I am now
>> using what is known as the COM IDispatch interface, which is basically a
>> convenient way of accessing COM objects without knowing their API in
>> advance. This is what all of these other languages do, and it seems as
>> though voices such as NeoSpeech Kate and Paul were written with IDispatch 
>> in
>> mind.
>>
>> As a result of this rewrite, the next version of BGT will allow you to 
>> list
>> all the available voices on the system and select them on the fly, as can 
>> be
>> seen in games such as Entombed and all of Jim Kitchen's freeware Sapi 
>> based
>> titles. I will also endeavour to include features such as changing the 
>> pitch
>> of the voice, which is fairly easy to do under the hood and give the user 
>> a
>> simple pitch property that they can manipulate.
>>
>> Hope this is of interest to some, and thanks for reading.
>>
>> Kind regards,
>>
>> Philip Bennefall
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