While I understand it looks like a lot of work for little gain its a
lot bigger than just Mysteries of the Ancients here. As I said in a
news letter a while back I'm building a voice library using Scansoft
Tom for all of my games, using the same voice, speech rate, etc and if
I build that library now every single game is going to have the same
issue as we are having now. Its better to resolve the issue right here
and now rather than wait until say Raceway is released only to find
people are still unable to use the games effectively because Tom is to
fast, they don't like the voice, whatever. You are focusing just on
this one game when I am thinking of the production of all of the USA
Games products that will use Scansoft Tom now and in the future. You
can think of MOTA is a testbed for what we will be using in our future
games. Which I might add are eventually going to be ported
cross-platform to Linux and probably Mac which requires some sort of
cross-platform speech output system. Obviously, Sapi isn't
cross-platform, but the method I have chosen certainly is.
That said, if I am getting complaints that the speech is too fast I
need to at least try and find a speech rate that is comfortable for
the majority of users. That's what I'm trying to do now. A week give
or take rerecording voice clips isn't a huge deal breaker.
On 6/26/11, dark <d...@xgam.org> wrote:
> Hi Tom.
> Personally i'm afraid I'm quite happy with tom, but then again I wasn't
> unhappy with heather.
> As I said before, if we were discussing this a good while back in Mota
> windows developement, I'd have gone for sapi, sinse imho it makes the game
> smaller, insures that people can use whatever wrate is comfortable for them,
> allows use of any good synth a person wants and has access to, and also
> opens the possibility for things like inputting names on a scoreboard.
> However, it seems silly to rejigger things at this stage of developement
> just for a voice.
> to be brutally honest Tom, at the moment what I personally want most from
> Mota is simply more of the game, more levels, maybe these trophies etc,
> rather than a digression about speech methods which to me, sinse you've
> already decided to use a prerecorded synth just seems more time on the
> project for litle gain.
> Myself, I'm afraid I'd just recommend you create the actual game and if
> people don't like the speech, ----- tough!
> As I said, I myself am relatively indifferent to what synth you use provided
> it is clear and understandable and provided it doesn't take time away from
> the games' release.
> Beware the grue!
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