Re: [Audyssey] Oops, Not clear subject, dissatisfied with my Racer Challenge Scores

2016-09-12 Thread dark

Hi sharren.

Ah, I did wonder what game you meant :d.

I confess I always had miner problems with blindfold racer even though i 
really like most of Marty's arcade titles that I've tried.
I don't know why, but for some reason the controls kept freezing on me. Once 
I worked out which way to hold the Iphone I could drive, but for some reason 
the controls weren't consistant. the game would be playing fine, then 
suddenly bong, my car would stop, the phone would be unresponsive however I 
twiddled it, and I'd suddenly start slamming into fences left right and 
center.  I don't know if this was a bug with the game or just that the 
controls are finicky and if you don't hold the phone just right the controls 
stop, though this isn't a problem I've had in hopper, pong, bowling etc.


the rather weerd behaviour of the menus with vo didn't help either.

So while I can't help with the problem, it does sound like your getting on 
better with the game than I am.


All the best,

Dark.
Due to Btinternet being inconvenient, this email address will not be in use 
for very long. Please contact me on my other public address, d...@xgam.org. 
When I have a new private address, I will let everyone know.
- Original Message - 
From: "Sharon Hooley" 

To: 
Sent: Tuesday, September 13, 2016 12:59 AM
Subject: [Audyssey] Oops, Not clear subject, dissatisfied with my Racer 
Challenge Scores




Hi,

Well, I sent this message before adding to the Subject Line.  My bad.

I'm over twenty levels in practice mode, but not satisfied with my 
performance in the Blindfold Racer Challenge.  One thing that might be 
making it more difficult is that I don't hear the same way in both ears, 
though I try to position my headset to make the sounds more balanced.  But 
I'm wondering, would I benefit more with a higher/lower stereo split?  Any 
other tips beside the obvious volume adjustments of sounds?


Thanks,



Sharon H.
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Re: [Audyssey] Oops, Not clear subject, dissatisfied with my Racer Challenge Scores

2016-09-12 Thread Marty Schultz
I would recommend increasing the split; i did that originally for some 
users in England who had poor hearing in one ear




On 9/12/2016 7:59 PM, Sharon Hooley wrote:

Hi,

Well, I sent this message before adding to the Subject Line.  My bad.

I'm over twenty levels in practice mode, but not satisfied with my performance 
in the Blindfold Racer Challenge.  One thing that might be making it more 
difficult is that I don't hear the same way in both ears, though I try to 
position my headset to make the sounds more balanced.  But I'm wondering, would 
I benefit more with a higher/lower stereo split?  Any other tips beside the 
obvious volume adjustments of sounds?

Thanks,



Sharon H.
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--
*Marty Schultz*
ma...@kidfriendlysoftware.com 

Audio games for the blindness community
Follow the blog: BlindfoldGames.org 
Follow us: @BlindfoldGames 
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[Audyssey] Oops, Not clear subject, dissatisfied with my Racer Challenge Scores

2016-09-12 Thread Sharon Hooley
Hi,

Well, I sent this message before adding to the Subject Line.  My bad.

I'm over twenty levels in practice mode, but not satisfied with my performance 
in the Blindfold Racer Challenge.  One thing that might be making it more 
difficult is that I don't hear the same way in both ears, though I try to 
position my headset to make the sounds more balanced.  But I'm wondering, would 
I benefit more with a higher/lower stereo split?  Any other tips beside the 
obvious volume adjustments of sounds?

Thanks,



Sharon H.
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[Audyssey] dissatisfied

2016-09-12 Thread Sharon Hooley
Hi,

I'm over twenty levels in practice mode, but not satisfied with my performance. 
 One thing that might be making it more difficult is that I don't hear the same 
way in both ears, though I try to position my headset to make the sounds more 
balanced.  But I'm wondering, would I benefit more with a higher/lower stereo 
split?  Any other tips beside the obvious volume adjustments of sounds?

Thanks,



Sharon H.
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Re: [Audyssey] agarchive.net: an update

2016-09-12 Thread dark

Hi John.

Good to here that Jolly leaf are being useful.

If C panel would like audiogames.net to assure them that you not 
redistributing anything that shouldn't be, I'll be glad to write something. 
As I said, it's very firmly in the site policy that we don't support game 
theft.


I am about halfway through the archive thus far, you can see most of the 
changes in our most recent news items on site.


It's a great resource and is helping the audiogames.net database a huge 
amount, so I really hope it's sorted out.



All the best,

Dark. 



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[Audyssey] Fwd: We may see some really great Sounding TTS in the near feature

2016-09-12 Thread Josh Kennedy




 Forwarded Message 
Subject:We may see some really great Sounding TTS in the near feature
Date:   Sun, 11 Sep 2016 22:01:48 -0700
From:   Warren Carr 
Reply-To:   eyes-f...@googlegroups.com
To: eyes-f...@googlegroups.com



I was reading a blog post from WaveNet and I was blown away by some of 
the stuff that they are doing.


I can’t wait to have those voices on our devices!

Here’s is the extract, followed by the URL to the page, and be sure to 
head over to that page, and take a listen to some of those voices.


If you don’t want to read while you are on the page, you can simply hit 
letter B, to take you to the “play button.”


The first ones are demonstrating how the current Google TTS sound, and 
then the latter ones, demonstrate the more modern sounding ones.


There are a couple other languages in there besides U.S. English and 
Chinese.


Quote:

This post presents WaveNet

, a deep generative model of raw audio waveforms. We show that WaveNets 
are able to generate speech which mimics any human voice and which 
sounds more


natural than the best existing Text-to-Speech systems, reducing the gap 
with human performance by over 50%.


We also demonstrate that the same network can be used to synthesize 
other audio signals such as music, and present some striking samples of 
automatically


generated piano pieces.

Talking Machines

Allowing people to converse with machines is a long-standing dream of 
human-computer interaction. The ability of computers to understand 
natural speech


has been revolutionised in the last few years by the application of deep 
neural networks (e.g., Google Voice Search ). However, generating speech 
with computers


 — a process usually referred to as

speech synthesis

or text-to-speech (TTS) — is still largely based on so-called 
concatenative TTS , where a very large database of short speech 
fragments are recorded from


a single speaker and then recombined to form complete utterances. This 
makes it difficult to modify the voice (for example switching to a 
different speaker,


or altering the emphasis or emotion of their speech) without recording a 
whole new database.


This has led to a great demand for parametric TTS

, where all the information required to generate the data is stored in 
the parameters of the model, and the contents and characteristics of the 
speech


can be controlled via the inputs to the model. So far, however, 
parametric TTS has tended to sound less natural than concatenative, at 
least for syllabic


languages such as English. Existing parametric models typically generate 
audio signals by passing their outputs through signal processing 
algorithms known


as

vocoders .

WaveNet changes this paradigm by directly modelling the raw waveform of 
the audio signal, one sample at a time. As well as yielding more 
natural-sounding


speech, using raw waveforms means that WaveNet can model any kind of 
audio, including music.


WaveNets

Wave animation

Researchers usually avoid modelling raw audio because it ticks so 
quickly: typically 16,000 samples per second or more, with important 
structure at many


time-scales. Building a completely autoregressive model, in which the 
prediction for every one of those samples is influenced by all previous 
ones (in


statistics-speak, each predictive distribution is conditioned on all 
previous observations), is clearly a challenging task.


However, our PixelRNN and PixelCNN

 models, published earlier this year, showed that it was possible to 
generate complex natural images not only one pixel at a time, but one 
colour-channel


at a time, requiring thousands of predictions per image. This inspired 
us to adapt our two-dimensional PixelNets to a one-dimensional WaveNet.


Architecture animation

The above animation shows how a WaveNet is structured. It is a fully 
convolutional neural network, where the convolutional layers have 
various dilation


factors that allow its receptive field to grow exponentially with depth 
and cover thousands of timesteps.


At training time, the input sequences are real waveforms recorded from 
human speakers. After training, we can sample the network to generate 
synthetic


utterances. At each step during sampling a value is drawn from the 
probability distribution computed by the network. This value is then fed 
back into the


input and a new prediction for the next step is made. Building up 
samples one step at a time like this is computationally expensive, but 
we have found


it essential for generating complex, realistic-sounding audio.

Improving the State of the Art

We trained WaveNet using some of Google’s TTS datasets so we could 
evaluate its performance. The following figure shows the quality of 
WaveNets on a scale


from 1 to 5, compared with Google’s current best TTS systems (

parametric and concatenative

), and with human speech using

Mean Opinion Scores (MOS)

. MOS are a standard 

Re: [Audyssey] agarchive.net: an update

2016-09-12 Thread john
Hi Dark,
The problem isn't my web host Jolly Leaf, the problem is their web host 
cPanel.
I'm going to do my best to make sure the agarchive.net domain remains alive 
and functioning, so don't worry about the links just yet.

--
From: "dark" 
Sent: Monday, September 12, 2016 3:57
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] agarchive.net: an update

Hi John.

This is a real arse!
Frankly if your web host have an issue they should check the license
themselves, sodding copywrite!

I confess I really! hope this works out  and the links do not change since
I've spent a considerable time updating many of the audiogames.net database
pages, either to games hosted on the archive, or to developer's pages on the
archive for people to get more information, and the thought of doing all
that again because of some phony legal crap frankly makes me scream!

So, definite sympathy about this and I hope the idiots at your web host get
their collective arses in gear and stop being such scuzbags. I am aware
you've said they've been helpful, but this isn't! helpful to anyone at all,
not even the original creators of the games given their either abandonware
or demo versions and can be redistributed anyway, after all were you
actually! engaged in distributing stuff that hamred developeers
audiogames.net would have nothing to do with the site.

Beware the grue!

Dark.


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Re: [Audyssey] agarchive.net: an update

2016-09-12 Thread Shane Davidson

John,

I've e-mailed you privately about this, please respond when you have 
time, to say I'm disgusted is an understatement, but to summarize Cpanel 
themselves have been so notified that their being used as a scapegoat by 
your hosting provider and they are not impressed. They're only question 
is why do we care? It's not our hardware and storage space, we actually 
think this is a cool idea so come on, now.

Shane
list owner
On 2016-09-12 3:57 AM, dark wrote:

Hi John.

This is a real arse!
Frankly if your web host have an issue they should check the license 
themselves, sodding copywrite!


I confess I really! hope this works out  and the links do not change 
since I've spent a considerable time updating many of the 
audiogames.net database pages, either to games hosted on the archive, 
or to developer's pages on the archive for people to get more 
information, and the thought of doing all that again because of some 
phony legal crap frankly makes me scream!


So, definite sympathy about this and I hope the idiots at your web 
host get their collective arses in gear and stop being such scuzbags. 
I am aware you've said they've been helpful, but this isn't! helpful 
to anyone at all, not even the original creators of the games given 
their either abandonware or demo versions and can be redistributed 
anyway, after all were you actually! engaged in distributing stuff 
that hamred developeers audiogames.net would have nothing to do with 
the site.


Beware the grue!

Dark.

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Re: [Audyssey] Windows 10 games

2016-09-12 Thread dark

Hi Michael.

Killer instinct is a graphical beatemup renowned for long combos and a 
detailed system of moves and counter moves creating chains of complex hits.


The original game and it's sequel appeared in the  mid nineties, and are now 
going through a revival thanks to versions for Xbox and pc which also come 
with seasons, downloadable extras, extra characters etc.


These are not audiogames by any stretch of the imagination, but some blind 
players have found them playable with menu and sound memorization.


Hth.

Dark.
Due to Btinternet being inconvenient, this email address will not be in use 
for very long. Please contact me on my other public address, d...@xgam.org. 
When I have a new private address, I will let everyone know.
- Original Message - 
From: "Michael Maslo" 

To: "Gamers Discussion list" 
Sent: Monday, September 12, 2016 12:04 AM
Subject: Re: [Audyssey] Windows 10 games



What is killer instinct?

On Sun, Sep 11, 2016 at 16:06 Devin Prater  wrote:


Hi all. So I got Killer Instinct installed, on my new Acer laptop. Still
can't figure it out, but I'll keep working on it, lol. So, I have my xBox
account made, clockworksoul94. So, any more playable Windows 10 games? Or
will I have to go through setting up steam now if I want any more?
Devin Pratersent from Gmail.
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--
Sincerely,


Michael maslo
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Re: [Audyssey] agarchive.net: an update

2016-09-12 Thread dark

Hi John.

This is a real arse!
Frankly if your web host have an issue they should check the license 
themselves, sodding copywrite!


I confess I really! hope this works out  and the links do not change since 
I've spent a considerable time updating many of the audiogames.net database 
pages, either to games hosted on the archive, or to developer's pages on the 
archive for people to get more information, and the thought of doing all 
that again because of some phony legal crap frankly makes me scream!


So, definite sympathy about this and I hope the idiots at your web host get 
their collective arses in gear and stop being such scuzbags. I am aware 
you've said they've been helpful, but this isn't! helpful to anyone at all, 
not even the original creators of the games given their either abandonware 
or demo versions and can be redistributed anyway, after all were you 
actually! engaged in distributing stuff that hamred developeers 
audiogames.net would have nothing to do with the site.


Beware the grue!

Dark. 



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