hmmm that must be a heck of a rewrite.
But good it will be fixed.
At 01:18 a.m. 1/05/2011, you 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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