Re: [Audyssey] USA Games and SAPI support?

2007-03-11 Thread Sky Taylor Mundell
I thought Hal didn't have a Allen voice? I thought it just had Andy, Ben, 
Dave, Jim, Mark, Mike, Phil, Simon, and Tom?
- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, March 08, 2007 3:43 PM
Subject: Re: [Audyssey] USA Games and SAPI support?


 Hello Tom.

 currently, I'm being forced to use Ms sam in games. Even though I use the
 orphius voice Alan with Hal, for some odd reason I have severe trouble
 trying to make any alterations to Sapi, - either using the Orphius 
 Sapi
 runtime libraries, or trying to install the other Ms voices (though I am
 looking into buying Realspeak Daniel soon, which will hopefully work).

 The point is that at the moment, I'm not experiencing the best in synth
 voice quality when it comes to games.

 I find though, i can generally cope with Ms Sam as long as the information
 I'm getting is of a fairly general nature, such as reading numbers or 
 other
 status information.

 I do find however, that a game (or indeed a text), loses a lot of it's
 atmospheric content when dialogue or other speeches requiring emotion or
 characterization are read in an emotionless  synthetic voice, and 
 obviously
 the worse the voice, the worse the problem, though for in game character
 speech, even something like Realspeak would be inadequate Imho.

 I know that Phil got Sarah voice acted just for this reason.

 To give an example, I have no problem with most of the Sapi used in Lone
 wolf,  even with ms Sam, however in the next version it might improve
 the atmosphere of the game considerably if a few phrases, supposedly 
 spoken
 by the sub's crew, were actually recorded in Wav. these could include
 torpedo's away! she's hit! (obviously having the crew speak the names 
 of
 enemy craft wouldn't be practical), and the various damage reports.

 I can appreciate the difficulties in recording many wavs, and also that
 would make things more difficult for people with slower internet 
 connections
 to download the game, however on the other hand, I do feel that the use of
 synth voices for characterization in games can be extremely harmful to the
 game' atmosphere, and (where applicable), how believeable those characters
 are.

 so for Monti, I'd personally go for having your health, score, current 
 level
 and other status info spoken buy Sapi, but if ever panama Jo (or whoever
 we've got starring in the game at the moment), has to do any talking, have
 it recorded by a real live voice actor.

 I will admit, as somebody who does fairly major stuff on stage, I am
 probably fairly exacting as far as the acting side of gaming goes.

 Btw, If the character's in the game are robots, as in Galaxy ranger, I 
 think
 a synth voice can actually fit in rather well. It's actually been done in
 various films and Tv series I think, Tron, Space above and beyond and war
 games for example.

 Well that's my thoughts on the subject, though everyone else's might be
 different.

 All the best

 Dark.



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Re: [Audyssey] USA Games and SAPI support?

2007-03-09 Thread Ken the Crazy
I would use SAPI for narration purposes but for sound effects or if a 
specific character says something voice is the way to go.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Thursday, March 08, 2007 4:55 PM
Subject: [Audyssey] USA Games and SAPI support?


 Hi everyone,
 I'm more or less throwing this one out here for some end user feedback
 as I need it at this point.
 As many of you know STFC 1.0 and Montezuma's Revenge Alpha 4.4 are using
 prerecorded wav files for speech playback. The problem with this method
 is generally that It takes me lots of extra time to sample, record,
 trim, and edit every voice file for the game. In STFC I think there are
 a total of 400 wav files I had to do which took me something like three
 weeks to do. With the end result being massive over head.
 Needless to say using prerecorded speech has added allot of extra time
 to every production, added CPU over head, and at the end of the day I
 have to put in lots of special flags to get it to act something like a
 synth doing key interrupts etc so that the speech wouldn't hold up the
 application, etc...
 On the positive side though the voice, speech output, is generally
 better than most synths. I have the option to correct the way the synth
 says something which helps. For example Cardassian which might sound
 like car-dashen can be respelled during recorded to say car-dass-e-an.
 However, I am not sure the improved speech is all that worth it.
 What I would like to do is build a speech class into my engine.dll which
 should support all Sapi 5  synths, and through a good Sapi tts engine
 you could gain self voicing that way, and not have to wait an extra
 month or so as I edit voice samples to use for the game.
 The advantages here is less overhead, more rapid production time for
 games, smaller downloads, custom speech settings, and allot of other
 stuff you don't get with prerecorded speech.
 Since I was working on my screen reading project i realized how much
 faster it is when you can just do something like
 synth.Speak(message, SpeechVoiceSpeakFlags.SVSFDefault);
 and on to the next line of code without having to actually record the
 message, load and then play back a wave file. Which eats CPU power, not
 to mention lots more of my time to do the wav self-voicing option.
 The only thing I need to do with Sapi is construct a string of text,
 store it in the message string, and pass it to the synth.Speak method,
 and away I go.
 Another reason to go Sapi is there are allot of high quality speech
 engines out there that can be generically ssupported. The scansoft
 voices which ship with Jaws 8 are simply awesome. Since I have installed
 them I have no problems with using them with LW and Jim Kitchen's games,
 and they sound good for synths. The catch 22 is I don't know how many
 you have purchased the higher quality synths, and how many of you are
 using the older Microsoft ones Mike, Mary, Microsoft, etc which sound,
 well, terrible.
 So what do you as end users think? Should I go ahead and make Sapi a
 core part of future releases?


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 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
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 -- 
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.1.413 / Virus Database: 268.18.8/714 - Release Date: 3/8/2007

 


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Re: [Audyssey] USA Games and SAPI support?

2007-03-09 Thread Ken the Crazy
I would be willing to edit your wave files to give you more time on the 
programming side.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: Dark [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, March 08, 2007 6:43 PM
Subject: Re: [Audyssey] USA Games and SAPI support?


 Hello Tom.

 currently, I'm being forced to use Ms sam in games. Even though I use the
 orphius voice Alan with Hal, for some odd reason I have severe trouble
 trying to make any alterations to Sapi, - either using the Orphius 
 Sapi
 runtime libraries, or trying to install the other Ms voices (though I am
 looking into buying Realspeak Daniel soon, which will hopefully work).

 The point is that at the moment, I'm not experiencing the best in synth
 voice quality when it comes to games.

 I find though, i can generally cope with Ms Sam as long as the information
 I'm getting is of a fairly general nature, such as reading numbers or 
 other
 status information.

 I do find however, that a game (or indeed a text), loses a lot of it's
 atmospheric content when dialogue or other speeches requiring emotion or
 characterization are read in an emotionless  synthetic voice, and 
 obviously
 the worse the voice, the worse the problem, though for in game character
 speech, even something like Realspeak would be inadequate Imho.

 I know that Phil got Sarah voice acted just for this reason.

 To give an example, I have no problem with most of the Sapi used in Lone
 wolf,  even with ms Sam, however in the next version it might improve
 the atmosphere of the game considerably if a few phrases, supposedly 
 spoken
 by the sub's crew, were actually recorded in Wav. these could include
 torpedo's away! she's hit! (obviously having the crew speak the names 
 of
 enemy craft wouldn't be practical), and the various damage reports.

 I can appreciate the difficulties in recording many wavs, and also that
 would make things more difficult for people with slower internet 
 connections
 to download the game, however on the other hand, I do feel that the use of
 synth voices for characterization in games can be extremely harmful to the
 game' atmosphere, and (where applicable), how believeable those characters
 are.

 so for Monti, I'd personally go for having your health, score, current 
 level
 and other status info spoken buy Sapi, but if ever panama Jo (or whoever
 we've got starring in the game at the moment), has to do any talking, have
 it recorded by a real live voice actor.

 I will admit, as somebody who does fairly major stuff on stage, I am
 probably fairly exacting as far as the acting side of gaming goes.

 Btw, If the character's in the game are robots, as in Galaxy ranger, I 
 think
 a synth voice can actually fit in rather well. It's actually been done in
 various films and Tv series I think, Tron, Space above and beyond and war
 games for example.

 Well that's my thoughts on the subject, though everyone else's might be
 different.

 All the best

 Dark.



 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.


 -- 
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.1.413 / Virus Database: 268.18.8/714 - Release Date: 3/8/2007

 


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Re: [Audyssey] USA Games and SAPI support?

2007-03-09 Thread Jim Kitchen
Hi Shaunm

Sapi speech is definitely interruptible.  Most of the speech in my sapi games 
is interruptible.  Some is not such as when it says 
game title By Jim Kitchen.  I want you to hear that so I made it not 
interruptible.  But it is seriously much easier to interrupt sapi speech than 
it is a string of wave files playing to say the same thing.

- Original Message -
the thing to note is you can't interrupt sapi while its speaking something.

 Jim

Police were called to a daycare where a three-year-old was resisting a rest.

[EMAIL PROTECTED]
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] USA Games and SAPI support?

2007-03-09 Thread Thomas Ward
Hi Dennis,
The Realspeak voices produced by Scansoft don't come with the Jaws 8 
demo or the downloadable upgrade. You can only obtain them via recieving 
your boxed cd set. Disk one is Jaws 8, and the second is theScansoft 
voices which are screen reader independant fortunately, and are an 
optional upgrade.
Dennis wrote:
 I agree on sappy voices do you know where I can get the scan soft voices?  I
 downloaded jaws 8 and didn't get them.s
   


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Re: [Audyssey] USA Games and SAPI support?

2007-03-09 Thread Dennis
Dear Tomis: so when freedom sends me jaws 8 which I can get cause I have the
upgrade I will get the scan soft voices?

Dennis 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Friday, March 09, 2007 8:37 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games and SAPI support?

Hi Dennis,
The Realspeak voices produced by Scansoft don't come with the Jaws 8 
demo or the downloadable upgrade. You can only obtain them via recieving 
your boxed cd set. Disk one is Jaws 8, and the second is theScansoft 
voices which are screen reader independant fortunately, and are an 
optional upgrade.
Dennis wrote:
 I agree on sappy voices do you know where I can get the scan soft voices?
I
 downloaded jaws 8 and didn't get them.s
   


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Re: [Audyssey] USA Games and SAPI support?

2007-03-09 Thread Thomas Ward
Hi Dennis,
They are not on the same disk as Jaws 8. However, the Scansoft cd is in 
the same boxed set of disks. Jaws is disk 1 and Scansoft should be disk 2.


Dennis wrote:
 Oh ok so freedom scientific has them on the cd so when I get the cd from
 freedom they will be on there?
   


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Re: [Audyssey] USA Games and SAPI support?

2007-03-09 Thread Dennis
Right but it will be in what freedom sends me right?

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Friday, March 09, 2007 8:48 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games and SAPI support?

Hi Dennis,
They are not on the same disk as Jaws 8. However, the Scansoft cd is in 
the same boxed set of disks. Jaws is disk 1 and Scansoft should be disk 2.


Dennis wrote:
 Oh ok so freedom scientific has them on the cd so when I get the cd from
 freedom they will be on there?
   


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Re: [Audyssey] USA Games and SAPI support?

2007-03-09 Thread Thomas Ward
Hi Shaun,
I'm not sure what box of Cracker Jacks you got that info from, but the 
information simply is not true.
Sapi 5 voices certainly can be interupted, and the speech stopped at any 
time. Think about it Jaws 8, Window Eyes 6.0, LW 3.5, need I go on with 
apps that intrupt Sapi when new information is called for?
Cheers.

shaun everiss wrote:
 the thing to note is you can't interupt sapi while its speaking something.
   


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Re: [Audyssey] USA Games and SAPI support?

2007-03-09 Thread Thomas Ward
Hi Dennis,
yes. As far as I know all boxed copies of Jaws 8.0 and above will come 
with a Realspeak installation cd along with your Jaws 8.0 install cd.
The Australian voices Karen and Lee sound really awesome and so does the 
UK voice Daniel. Tom makes a good U.S. English voice.



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Re: [Audyssey] USA Games and SAPI support?

2007-03-09 Thread Charles Rivard
Check for all info related to this upgrade at

www.freedomscientific.com

It will tell you what comes with JAWS 8 WHEN YOU RECEIVE IT.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 09, 2007 8:31 AM
Subject: Re: [Audyssey] USA Games and SAPI support?


 Hi Dennis,
 yes. As far as I know all boxed copies of Jaws 8.0 and above will come
 with a Realspeak installation cd along with your Jaws 8.0 install cd.
 The Australian voices Karen and Lee sound really awesome and so does the
 UK voice Daniel. Tom makes a good U.S. English voice.



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Re: [Audyssey] USA Games and SAPI support?

2007-03-09 Thread Richard Sherman
Hi Thom,
  Here is my suggestions. I don't have all of the voices mentioned so this 
is where I am coming from.

  Do what ever is easiest for you while still producing a great quality game 
that you are willing to put your name on. If this means making the voices 
with SAPI then so be it. One possibility is to use SAPI for the voices in 
the first released version at maybe a lower cost to the consumer. Then as 
bugs and the such come in you could then change the voice to wav file types 
and release it as an updated version which might cost a few dollars more due 
to the time in adding the extra features.

  If you decide to make the voices of a higher quality and it takes longer 
most consumers would certainly understand. Either way you go I am pretty 
sure that it will be a great game to play.

Rich 
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[Audyssey] USA Games and SAPI support?

2007-03-08 Thread Thomas Ward
Hi everyone,
I'm more or less throwing this one out here for some end user feedback 
as I need it at this point.
As many of you know STFC 1.0 and Montezuma's Revenge Alpha 4.4 are using 
prerecorded wav files for speech playback. The problem with this method 
is generally that It takes me lots of extra time to sample, record, 
trim, and edit every voice file for the game. In STFC I think there are  
a total of 400 wav files I had to do which took me something like three 
weeks to do. With the end result being massive over head.
Needless to say using prerecorded speech has added allot of extra time 
to every production, added CPU over head, and at the end of the day I 
have to put in lots of special flags to get it to act something like a 
synth doing key interrupts etc so that the speech wouldn't hold up the 
application, etc...
On the positive side though the voice, speech output, is generally 
better than most synths. I have the option to correct the way the synth 
says something which helps. For example Cardassian which might sound 
like car-dashen can be respelled during recorded to say car-dass-e-an. 
However, I am not sure the improved speech is all that worth it.
What I would like to do is build a speech class into my engine.dll which 
should support all Sapi 5  synths, and through a good Sapi tts engine 
you could gain self voicing that way, and not have to wait an extra 
month or so as I edit voice samples to use for the game.
The advantages here is less overhead, more rapid production time for 
games, smaller downloads, custom speech settings, and allot of other 
stuff you don't get with prerecorded speech.
Since I was working on my screen reading project i realized how much 
faster it is when you can just do something like
synth.Speak(message, SpeechVoiceSpeakFlags.SVSFDefault);
and on to the next line of code without having to actually record the 
message, load and then play back a wave file. Which eats CPU power, not 
to mention lots more of my time to do the wav self-voicing option.
The only thing I need to do with Sapi is construct a string of text, 
store it in the message string, and pass it to the synth.Speak method, 
and away I go.
Another reason to go Sapi is there are allot of high quality speech 
engines out there that can be generically ssupported. The scansoft 
voices which ship with Jaws 8 are simply awesome. Since I have installed 
them I have no problems with using them with LW and Jim Kitchen's games, 
and they sound good for synths. The catch 22 is I don't know how many 
you have purchased the higher quality synths, and how many of you are 
using the older Microsoft ones Mike, Mary, Microsoft, etc which sound, 
well, terrible.
So what do you as end users think? Should I go ahead and make Sapi a 
core part of future releases?


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Re: [Audyssey] USA Games and SAPI support?

2007-03-08 Thread shaun everiss
Hmm.
The sapi tts sounds like a good way to go.
Here are the dissadvantages though.
1.  if sapi hasn't worked or is mangled somehow, and the user has no use for it 
otherwise then the user may have to fix it or something.
Hmm that may be an issue not an disadvantage.
2.  Unless said user has jaws8, zoomtext, or has got legally or otherwise the 
high quality voices he/she will not have a nice time.
The only reason at all for example I got the realspeak solo voice was through a 
private server.
While there are voices like e speak they do not sound like the voices you would 
run with the games.
While they are bulky you can make your wavs sound exactly how you wish them to.
You could do more things than a speech synth ever could.

I would prefur sapi, but only because I have a highqual synth, those with free 
synths, ie lhtts5 that comes with office, msmary, sam or michael, espeak or 
flite probably wouldn't.
If you want my honest opinion I think you should stay with the current set up, 
at least until it can be garanteed that everyone has a synth that is highqual.
At 10:55 a.m. 9/03/2007, you wrote:
Hi everyone,
I'm more or less throwing this one out here for some end user feedback 
as I need it at this point.
As many of you know STFC 1.0 and Montezuma's Revenge Alpha 4.4 are using 
prerecorded wav files for speech playback. The problem with this method 
is generally that It takes me lots of extra time to sample, record, 
trim, and edit every voice file for the game. In STFC I think there are  
a total of 400 wav files I had to do which took me something like three 
weeks to do. With the end result being massive over head.
Needless to say using prerecorded speech has added allot of extra time 
to every production, added CPU over head, and at the end of the day I 
have to put in lots of special flags to get it to act something like a 
synth doing key interrupts etc so that the speech wouldn't hold up the 
application, etc...
On the positive side though the voice, speech output, is generally 
better than most synths. I have the option to correct the way the synth 
says something which helps. For example Cardassian which might sound 
like car-dashen can be respelled during recorded to say car-dass-e-an. 
However, I am not sure the improved speech is all that worth it.
What I would like to do is build a speech class into my engine.dll which 
should support all Sapi 5  synths, and through a good Sapi tts engine 
you could gain self voicing that way, and not have to wait an extra 
month or so as I edit voice samples to use for the game.
The advantages here is less overhead, more rapid production time for 
games, smaller downloads, custom speech settings, and allot of other 
stuff you don't get with prerecorded speech.
Since I was working on my screen reading project i realized how much 
faster it is when you can just do something like
synth.Speak(message, SpeechVoiceSpeakFlags.SVSFDefault);
and on to the next line of code without having to actually record the 
message, load and then play back a wave file. Which eats CPU power, not 
to mention lots more of my time to do the wav self-voicing option.
The only thing I need to do with Sapi is construct a string of text, 
store it in the message string, and pass it to the synth.Speak method, 
and away I go.
Another reason to go Sapi is there are allot of high quality speech 
engines out there that can be generically ssupported. The scansoft 
voices which ship with Jaws 8 are simply awesome. Since I have installed 
them I have no problems with using them with LW and Jim Kitchen's games, 
and they sound good for synths. The catch 22 is I don't know how many 
you have purchased the higher quality synths, and how many of you are 
using the older Microsoft ones Mike, Mary, Microsoft, etc which sound, 
well, terrible.
So what do you as end users think? Should I go ahead and make Sapi a 
core part of future releases?


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Re: [Audyssey] USA Games and SAPI support?

2007-03-08 Thread Dark
Hello Tom.

currently, I'm being forced to use Ms sam in games. Even though I use the 
orphius voice Alan with Hal, for some odd reason I have severe trouble 
trying to make any alterations to Sapi, - either using the Orphius Sapi 
runtime libraries, or trying to install the other Ms voices (though I am 
looking into buying Realspeak Daniel soon, which will hopefully work).

The point is that at the moment, I'm not experiencing the best in synth 
voice quality when it comes to games.

I find though, i can generally cope with Ms Sam as long as the information 
I'm getting is of a fairly general nature, such as reading numbers or other 
status information.

I do find however, that a game (or indeed a text), loses a lot of it's 
atmospheric content when dialogue or other speeches requiring emotion or 
characterization are read in an emotionless  synthetic voice, and obviously 
the worse the voice, the worse the problem, though for in game character 
speech, even something like Realspeak would be inadequate Imho.

I know that Phil got Sarah voice acted just for this reason.

To give an example, I have no problem with most of the Sapi used in Lone 
wolf,  even with ms Sam, however in the next version it might improve 
the atmosphere of the game considerably if a few phrases, supposedly spoken 
by the sub's crew, were actually recorded in Wav. these could include 
torpedo's away! she's hit! (obviously having the crew speak the names of 
enemy craft wouldn't be practical), and the various damage reports.

I can appreciate the difficulties in recording many wavs, and also that 
would make things more difficult for people with slower internet connections 
to download the game, however on the other hand, I do feel that the use of 
synth voices for characterization in games can be extremely harmful to the 
game' atmosphere, and (where applicable), how believeable those characters 
are.

so for Monti, I'd personally go for having your health, score, current level 
and other status info spoken buy Sapi, but if ever panama Jo (or whoever 
we've got starring in the game at the moment), has to do any talking, have 
it recorded by a real live voice actor.

I will admit, as somebody who does fairly major stuff on stage, I am 
probably fairly exacting as far as the acting side of gaming goes.

Btw, If the character's in the game are robots, as in Galaxy ranger, I think 
a synth voice can actually fit in rather well. It's actually been done in 
various films and Tv series I think, Tron, Space above and beyond and war 
games for example.

Well that's my thoughts on the subject, though everyone else's might be 
different.

All the best

Dark.



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Re: [Audyssey] USA Games and SAPI support?

2007-03-08 Thread Casey
I think you should go with the SAPI method. I like the idea of getting the 
games just a tad earlier.
Thanks


Casey



- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Thursday, March 08, 2007 4:55 PM
Subject: [Audyssey] USA Games and SAPI support?


Hi everyone,
I'm more or less throwing this one out here for some end user feedback
as I need it at this point.
As many of you know STFC 1.0 and Montezuma's Revenge Alpha 4.4 are using
prerecorded wav files for speech playback. The problem with this method
is generally that It takes me lots of extra time to sample, record,
trim, and edit every voice file for the game. In STFC I think there are
a total of 400 wav files I had to do which took me something like three
weeks to do. With the end result being massive over head.
Needless to say using prerecorded speech has added allot of extra time
to every production, added CPU over head, and at the end of the day I
have to put in lots of special flags to get it to act something like a
synth doing key interrupts etc so that the speech wouldn't hold up the
application, etc...
On the positive side though the voice, speech output, is generally
better than most synths. I have the option to correct the way the synth
says something which helps. For example Cardassian which might sound
like car-dashen can be respelled during recorded to say car-dass-e-an.
However, I am not sure the improved speech is all that worth it.
What I would like to do is build a speech class into my engine.dll which
should support all Sapi 5  synths, and through a good Sapi tts engine
you could gain self voicing that way, and not have to wait an extra
month or so as I edit voice samples to use for the game.
The advantages here is less overhead, more rapid production time for
games, smaller downloads, custom speech settings, and allot of other
stuff you don't get with prerecorded speech.
Since I was working on my screen reading project i realized how much
faster it is when you can just do something like
synth.Speak(message, SpeechVoiceSpeakFlags.SVSFDefault);
and on to the next line of code without having to actually record the
message, load and then play back a wave file. Which eats CPU power, not
to mention lots more of my time to do the wav self-voicing option.
The only thing I need to do with Sapi is construct a string of text,
store it in the message string, and pass it to the synth.Speak method,
and away I go.
Another reason to go Sapi is there are allot of high quality speech
engines out there that can be generically ssupported. The scansoft
voices which ship with Jaws 8 are simply awesome. Since I have installed
them I have no problems with using them with LW and Jim Kitchen's games,
and they sound good for synths. The catch 22 is I don't know how many
you have purchased the higher quality synths, and how many of you are
using the older Microsoft ones Mike, Mary, Microsoft, etc which sound,
well, terrible.
So what do you as end users think? Should I go ahead and make Sapi a
core part of future releases?


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Re: [Audyssey] USA Games and SAPI support?

2007-03-08 Thread Dennis
I agree on sappy voices do you know where I can get the scan soft voices?  I
downloaded jaws 8 and didn't get them.s

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Casey
Sent: Thursday, March 08, 2007 10:25 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games and SAPI support?

I think you should go with the SAPI method. I like the idea of getting the 
games just a tad earlier.
Thanks


Casey



- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
Sent: Thursday, March 08, 2007 4:55 PM
Subject: [Audyssey] USA Games and SAPI support?


Hi everyone,
I'm more or less throwing this one out here for some end user feedback
as I need it at this point.
As many of you know STFC 1.0 and Montezuma's Revenge Alpha 4.4 are using
prerecorded wav files for speech playback. The problem with this method
is generally that It takes me lots of extra time to sample, record,
trim, and edit every voice file for the game. In STFC I think there are
a total of 400 wav files I had to do which took me something like three
weeks to do. With the end result being massive over head.
Needless to say using prerecorded speech has added allot of extra time
to every production, added CPU over head, and at the end of the day I
have to put in lots of special flags to get it to act something like a
synth doing key interrupts etc so that the speech wouldn't hold up the
application, etc...
On the positive side though the voice, speech output, is generally
better than most synths. I have the option to correct the way the synth
says something which helps. For example Cardassian which might sound
like car-dashen can be respelled during recorded to say car-dass-e-an.
However, I am not sure the improved speech is all that worth it.
What I would like to do is build a speech class into my engine.dll which
should support all Sapi 5  synths, and through a good Sapi tts engine
you could gain self voicing that way, and not have to wait an extra
month or so as I edit voice samples to use for the game.
The advantages here is less overhead, more rapid production time for
games, smaller downloads, custom speech settings, and allot of other
stuff you don't get with prerecorded speech.
Since I was working on my screen reading project i realized how much
faster it is when you can just do something like
synth.Speak(message, SpeechVoiceSpeakFlags.SVSFDefault);
and on to the next line of code without having to actually record the
message, load and then play back a wave file. Which eats CPU power, not
to mention lots more of my time to do the wav self-voicing option.
The only thing I need to do with Sapi is construct a string of text,
store it in the message string, and pass it to the synth.Speak method,
and away I go.
Another reason to go Sapi is there are allot of high quality speech
engines out there that can be generically ssupported. The scansoft
voices which ship with Jaws 8 are simply awesome. Since I have installed
them I have no problems with using them with LW and Jim Kitchen's games,
and they sound good for synths. The catch 22 is I don't know how many
you have purchased the higher quality synths, and how many of you are
using the older Microsoft ones Mike, Mary, Microsoft, etc which sound,
well, terrible.
So what do you as end users think? Should I go ahead and make Sapi a
core part of future releases?


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Re: [Audyssey] USA Games and SAPI support?

2007-03-08 Thread Charles Rivard
They come with your shipped copy of JAWS 8.0.
- Original Message - 
From: Dennis [EMAIL PROTECTED]
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, March 08, 2007 9:54 PM
Subject: Re: [Audyssey] USA Games and SAPI support?


I agree on sappy voices do you know where I can get the scan soft voices? 
I
 downloaded jaws 8 and didn't get them.s

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
 Behalf Of Casey
 Sent: Thursday, March 08, 2007 10:25 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] USA Games and SAPI support?

 I think you should go with the SAPI method. I like the idea of getting the
 games just a tad earlier.
 Thanks


 Casey



 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: gamers@audyssey.org
 Sent: Thursday, March 08, 2007 4:55 PM
 Subject: [Audyssey] USA Games and SAPI support?


 Hi everyone,
 I'm more or less throwing this one out here for some end user feedback
 as I need it at this point.
 As many of you know STFC 1.0 and Montezuma's Revenge Alpha 4.4 are using
 prerecorded wav files for speech playback. The problem with this method
 is generally that It takes me lots of extra time to sample, record,
 trim, and edit every voice file for the game. In STFC I think there are
 a total of 400 wav files I had to do which took me something like three
 weeks to do. With the end result being massive over head.
 Needless to say using prerecorded speech has added allot of extra time
 to every production, added CPU over head, and at the end of the day I
 have to put in lots of special flags to get it to act something like a
 synth doing key interrupts etc so that the speech wouldn't hold up the
 application, etc...
 On the positive side though the voice, speech output, is generally
 better than most synths. I have the option to correct the way the synth
 says something which helps. For example Cardassian which might sound
 like car-dashen can be respelled during recorded to say car-dass-e-an.
 However, I am not sure the improved speech is all that worth it.
 What I would like to do is build a speech class into my engine.dll which
 should support all Sapi 5  synths, and through a good Sapi tts engine
 you could gain self voicing that way, and not have to wait an extra
 month or so as I edit voice samples to use for the game.
 The advantages here is less overhead, more rapid production time for
 games, smaller downloads, custom speech settings, and allot of other
 stuff you don't get with prerecorded speech.
 Since I was working on my screen reading project i realized how much
 faster it is when you can just do something like
 synth.Speak(message, SpeechVoiceSpeakFlags.SVSFDefault);
 and on to the next line of code without having to actually record the
 message, load and then play back a wave file. Which eats CPU power, not
 to mention lots more of my time to do the wav self-voicing option.
 The only thing I need to do with Sapi is construct a string of text,
 store it in the message string, and pass it to the synth.Speak method,
 and away I go.
 Another reason to go Sapi is there are allot of high quality speech
 engines out there that can be generically ssupported. The scansoft
 voices which ship with Jaws 8 are simply awesome. Since I have installed
 them I have no problems with using them with LW and Jim Kitchen's games,
 and they sound good for synths. The catch 22 is I don't know how many
 you have purchased the higher quality synths, and how many of you are
 using the older Microsoft ones Mike, Mary, Microsoft, etc which sound,
 well, terrible.
 So what do you as end users think? Should I go ahead and make Sapi a
 core part of future releases?


 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.


 ___
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 visit
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 visit
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Re: [Audyssey] USA Games and SAPI support?

2007-03-08 Thread Dennis
Oh ok so freedom scientific has them on the cd so when I get the cd from
freedom they will be on there?

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Charles Rivard
Sent: Thursday, March 08, 2007 11:15 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] USA Games and SAPI support?

They come with your shipped copy of JAWS 8.0.
- Original Message - 
From: Dennis [EMAIL PROTECTED]
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, March 08, 2007 9:54 PM
Subject: Re: [Audyssey] USA Games and SAPI support?


I agree on sappy voices do you know where I can get the scan soft voices? 
I
 downloaded jaws 8 and didn't get them.s

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
 Behalf Of Casey
 Sent: Thursday, March 08, 2007 10:25 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] USA Games and SAPI support?

 I think you should go with the SAPI method. I like the idea of getting the
 games just a tad earlier.
 Thanks


 Casey



 - Original Message - 
 From: Thomas Ward [EMAIL PROTECTED]
 To: gamers@audyssey.org
 Sent: Thursday, March 08, 2007 4:55 PM
 Subject: [Audyssey] USA Games and SAPI support?


 Hi everyone,
 I'm more or less throwing this one out here for some end user feedback
 as I need it at this point.
 As many of you know STFC 1.0 and Montezuma's Revenge Alpha 4.4 are using
 prerecorded wav files for speech playback. The problem with this method
 is generally that It takes me lots of extra time to sample, record,
 trim, and edit every voice file for the game. In STFC I think there are
 a total of 400 wav files I had to do which took me something like three
 weeks to do. With the end result being massive over head.
 Needless to say using prerecorded speech has added allot of extra time
 to every production, added CPU over head, and at the end of the day I
 have to put in lots of special flags to get it to act something like a
 synth doing key interrupts etc so that the speech wouldn't hold up the
 application, etc...
 On the positive side though the voice, speech output, is generally
 better than most synths. I have the option to correct the way the synth
 says something which helps. For example Cardassian which might sound
 like car-dashen can be respelled during recorded to say car-dass-e-an.
 However, I am not sure the improved speech is all that worth it.
 What I would like to do is build a speech class into my engine.dll which
 should support all Sapi 5  synths, and through a good Sapi tts engine
 you could gain self voicing that way, and not have to wait an extra
 month or so as I edit voice samples to use for the game.
 The advantages here is less overhead, more rapid production time for
 games, smaller downloads, custom speech settings, and allot of other
 stuff you don't get with prerecorded speech.
 Since I was working on my screen reading project i realized how much
 faster it is when you can just do something like
 synth.Speak(message, SpeechVoiceSpeakFlags.SVSFDefault);
 and on to the next line of code without having to actually record the
 message, load and then play back a wave file. Which eats CPU power, not
 to mention lots more of my time to do the wav self-voicing option.
 The only thing I need to do with Sapi is construct a string of text,
 store it in the message string, and pass it to the synth.Speak method,
 and away I go.
 Another reason to go Sapi is there are allot of high quality speech
 engines out there that can be generically ssupported. The scansoft
 voices which ship with Jaws 8 are simply awesome. Since I have installed
 them I have no problems with using them with LW and Jim Kitchen's games,
 and they sound good for synths. The catch 22 is I don't know how many
 you have purchased the higher quality synths, and how many of you are
 using the older Microsoft ones Mike, Mary, Microsoft, etc which sound,
 well, terrible.
 So what do you as end users think? Should I go ahead and make Sapi a
 core part of future releases?


 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.


 ___
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Re: [Audyssey] USA Games and SAPI support?

2007-03-08 Thread Thomas Ward
Hi Shaun,

Quote

1.  if sapi hasn't worked or is mangled somehow, and the user has no use for it 
otherwise then the user may have to fix it or something.

End quote

In my personal case I have rarely seen or heard of Sapi being so damaged 
it can't be effectively used. However, I would label this one as an 
issue as this can happen with any dependancy weather it is .NET, 
DirectX, and the files can be damaged and require reinstallation.
Bottom line, this is likely one of those end user issues where the end 
user installs incompatible software, and something like Sapi then gets 
broken.

Quote

2.  Unless said user has jaws8, zoomtext, or has got legally or otherwise the 
high quality voices he/she will not have a nice time.

End quote

True. However, generally speaking high quality voices don't cost that 
much in U.S. and U.K. currency. The Neospeech voices are something like 
$30 each over on Nextup which isn't too bad. I don't have a current 
price list for Scansoft, but if you buy the voices individually you can 
save money that way as well.
Another reason to think about technically speaking recording parts of 
the tts engine and using in a game violates those copyrights again. In 
this case I can avoid those legal restrictions by asking the end users 
to purchase a valid license for the voices they want, or I can become a 
reseller for those voices and have two price skales for the games.
A $30 version with no extra voices, and a $60 version with one high 
quality speech engine of my choosing.

Quote

You could do more things than a speech synth ever could.
End quote

No, that is actually the problem. Using wav files is very inflexable. If I want 
to create games with mission parsers, being scriptable, I'd have to use Sapi. I 
could not use wav files to handle custom changes in the name of ships, custom 
mission orders, etc...
Using wav files does slow the game down quite a bit just for the fact it is 
constantly opening and closing wav samples except those that are commonly 

being used. Those that are commonly used are stored in memory buffers 
which in turns gets and waistes memory.
I'm not a resource fanatic, but I don't like waisting memory and CPU 
speed either. The way Monty and STFC handles the system it is very 
waisteful of resources.If it has them it will use them, and waiste them 
on nothing more than speech where say a better audio environment could 
have been used instead.
One last point is using wav files I have never found a good way to do 
keyboard interupts etc. Sometimes it works, and some times not. A 
glaring issue is the STFC full status report. I love getting all that 
stuff read out, but I can't shut it up It does not work!!!



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Re: [Audyssey] USA Games and SAPI support?

2007-03-08 Thread Thomas Ward
Hi Dark,
I'm sorry to here about your Sapi issues. In general I have never seen 
any personal issues with Sapi. It's it possible you have installed 
something which has damaged your Sapi installed on your local machine.
As for in game things like Torpedoes away I'd have no problem using 
human speech for that. That would be no big deal. GMA Tank Commander 
finds a nice balance when it comes to mixing human and tts voices.
When an enemy is hit, damaged, and destroyed a character voices the 
action. That is great. For everything else the prerecorded ATT voices 
take over.
This is largely what I am thinking of in my games. What I hope to do is 
cut out the majority of the over welming recording of numbers, frazes, 
menus, status reports, etc.
If I can just give sapi a string of text to speak like
Storm trooper to the left. Distance 5 meters.
That is a heck of allot easier than recording every word in that fraze 
and then building that string and process each wav file in it's proper 
order. Which is major major work.



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Re: [Audyssey] USA Games and SAPI support?

2007-03-08 Thread Che
  I myself am using a mix of SAPI and recorded voices for Rail Racer, which 
works quite nicely.
  The Sapi is used for feedback from the systems of your racer, such as 
speed, current gear, fuel etc.
  I use a third party voice for the synthed stuff myself, as it sounds 
better, but for a long time I simply used Microsoft Mary, which isn't all 
that bad, and everyone has access to this voice.
  As for the inability to interrupt the wavs, not sure what that is about, I 
have a method for Rail Racer that stops wav playback and I've never had 
trouble with it.
  Bottom line for me is that I use what is appropriate, pre recorded stuff 
for menus and introductions and the like, and Sapi for feedback of dynamic 
information .  Keeps both the CPU and programming overhead to a minimum.
  Rock.
  Che

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, March 08, 2007 10:17 PM
Subject: Re: [Audyssey] USA Games and SAPI support?


 Hi Shaun,

 Quote

 1.  if sapi hasn't worked or is mangled somehow, and the user has no use 
 for it otherwise then the user may have to fix it or something.

 End quote

 In my personal case I have rarely seen or heard of Sapi being so damaged
 it can't be effectively used. However, I would label this one as an
 issue as this can happen with any dependancy weather it is .NET,
 DirectX, and the files can be damaged and require reinstallation.
 Bottom line, this is likely one of those end user issues where the end
 user installs incompatible software, and something like Sapi then gets
 broken.

 Quote

 2.  Unless said user has jaws8, zoomtext, or has got legally or otherwise 
 the high quality voices he/she will not have a nice time.

 End quote

 True. However, generally speaking high quality voices don't cost that
 much in U.S. and U.K. currency. The Neospeech voices are something like
 $30 each over on Nextup which isn't too bad. I don't have a current
 price list for Scansoft, but if you buy the voices individually you can
 save money that way as well.
 Another reason to think about technically speaking recording parts of
 the tts engine and using in a game violates those copyrights again. In
 this case I can avoid those legal restrictions by asking the end users
 to purchase a valid license for the voices they want, or I can become a
 reseller for those voices and have two price skales for the games.
 A $30 version with no extra voices, and a $60 version with one high
 quality speech engine of my choosing.

 Quote

 You could do more things than a speech synth ever could.
 End quote

 No, that is actually the problem. Using wav files is very inflexable. If I 
 want to create games with mission parsers, being scriptable, I'd have to 
 use Sapi. I could not use wav files to handle custom changes in the name 
 of ships, custom mission orders, etc...
 Using wav files does slow the game down quite a bit just for the fact it 
 is constantly opening and closing wav samples except those that are 
 commonly

 being used. Those that are commonly used are stored in memory buffers
 which in turns gets and waistes memory.
 I'm not a resource fanatic, but I don't like waisting memory and CPU
 speed either. The way Monty and STFC handles the system it is very
 waisteful of resources.If it has them it will use them, and waiste them
 on nothing more than speech where say a better audio environment could
 have been used instead.
 One last point is using wav files I have never found a good way to do
 keyboard interupts etc. Sometimes it works, and some times not. A
 glaring issue is the STFC full status report. I love getting all that
 stuff read out, but I can't shut it up It does not work!!!



 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.
 


___
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Re: [Audyssey] USA Games and SAPI support?

2007-03-08 Thread shaun everiss
aah.
for some reason if you have the office xp and higher loaded with latest service 
pack and 2003 maybe higher, there are 2 recognition engines and major issues.
To fix this.
c:
in \program files\ coman files\microsoft shared\speech I think, you will find a 
file called sapisvr.exe
run this once then run the sapi.cpl.
ok sapi.cpl, then run sapi.cpl again, you will no longer get the runtime errors.
At 12:43 p.m. 9/03/2007, you wrote:
Hello Tom.

currently, I'm being forced to use Ms sam in games. Even though I use the 
orphius voice Alan with Hal, for some odd reason I have severe trouble 
trying to make any alterations to Sapi, - either using the Orphius Sapi 
runtime libraries, or trying to install the other Ms voices (though I am 
looking into buying Realspeak Daniel soon, which will hopefully work).

The point is that at the moment, I'm not experiencing the best in synth 
voice quality when it comes to games.

I find though, i can generally cope with Ms Sam as long as the information 
I'm getting is of a fairly general nature, such as reading numbers or other 
status information.

I do find however, that a game (or indeed a text), loses a lot of it's 
atmospheric content when dialogue or other speeches requiring emotion or 
characterization are read in an emotionless  synthetic voice, and obviously 
the worse the voice, the worse the problem, though for in game character 
speech, even something like Realspeak would be inadequate Imho.

I know that Phil got Sarah voice acted just for this reason.

To give an example, I have no problem with most of the Sapi used in Lone 
wolf,  even with ms Sam, however in the next version it might improve 
the atmosphere of the game considerably if a few phrases, supposedly spoken 
by the sub's crew, were actually recorded in Wav. these could include 
torpedo's away! she's hit! (obviously having the crew speak the names of 
enemy craft wouldn't be practical), and the various damage reports.

I can appreciate the difficulties in recording many wavs, and also that 
would make things more difficult for people with slower internet connections 
to download the game, however on the other hand, I do feel that the use of 
synth voices for characterization in games can be extremely harmful to the 
game' atmosphere, and (where applicable), how believeable those characters 
are.

so for Monti, I'd personally go for having your health, score, current level 
and other status info spoken buy Sapi, but if ever panama Jo (or whoever 
we've got starring in the game at the moment), has to do any talking, have 
it recorded by a real live voice actor.

I will admit, as somebody who does fairly major stuff on stage, I am 
probably fairly exacting as far as the acting side of gaming goes.

Btw, If the character's in the game are robots, as in Galaxy ranger, I think 
a synth voice can actually fit in rather well. It's actually been done in 
various films and Tv series I think, Tron, Space above and beyond and war 
games for example.

Well that's my thoughts on the subject, though everyone else's might be 
different.

All the best

Dark.



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Re: [Audyssey] USA Games and SAPI support?

2007-03-08 Thread shaun everiss
I see your point, I have a highquality voice.
However if you sold a game say with the 3 popular engines and voices, I may 
just buy the voice packs, neo, kepstral, att, and scansoft, and the game all 
in one big thing, I have scansoft on lone for now and its real good.
I also have espeak which doesn't sound half bad, prety good.
At 05:17 p.m. 9/03/2007, you wrote:
Hi Shaun,

Quote

1.  if sapi hasn't worked or is mangled somehow, and the user has no use for 
it otherwise then the user may have to fix it or something.

End quote

In my personal case I have rarely seen or heard of Sapi being so damaged 
it can't be effectively used. However, I would label this one as an 
issue as this can happen with any dependancy weather it is .NET, 
DirectX, and the files can be damaged and require reinstallation.
Bottom line, this is likely one of those end user issues where the end 
user installs incompatible software, and something like Sapi then gets 
broken.

Quote

2.  Unless said user has jaws8, zoomtext, or has got legally or otherwise the 
high quality voices he/she will not have a nice time.

End quote

True. However, generally speaking high quality voices don't cost that 
much in U.S. and U.K. currency. The Neospeech voices are something like 
$30 each over on Nextup which isn't too bad. I don't have a current 
price list for Scansoft, but if you buy the voices individually you can 
save money that way as well.
Another reason to think about technically speaking recording parts of 
the tts engine and using in a game violates those copyrights again. In 
this case I can avoid those legal restrictions by asking the end users 
to purchase a valid license for the voices they want, or I can become a 
reseller for those voices and have two price skales for the games.
A $30 version with no extra voices, and a $60 version with one high 
quality speech engine of my choosing.

Quote

You could do more things than a speech synth ever could.
End quote

No, that is actually the problem. Using wav files is very inflexable. If I 
want to create games with mission parsers, being scriptable, I'd have to use 
Sapi. I could not use wav files to handle custom changes in the name of ships, 
custom mission orders, etc...
Using wav files does slow the game down quite a bit just for the fact it is 
constantly opening and closing wav samples except those that are commonly 

being used. Those that are commonly used are stored in memory buffers 
which in turns gets and waistes memory.
I'm not a resource fanatic, but I don't like waisting memory and CPU 
speed either. The way Monty and STFC handles the system it is very 
waisteful of resources.If it has them it will use them, and waiste them 
on nothing more than speech where say a better audio environment could 
have been used instead.
One last point is using wav files I have never found a good way to do 
keyboard interupts etc. Sometimes it works, and some times not. A 
glaring issue is the STFC full status report. I love getting all that 
stuff read out, but I can't shut it up It does not work!!!



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Re: [Audyssey] USA Games and SAPI support?

2007-03-08 Thread shaun everiss
the thing to note is you can't interupt sapi while its speaking something.
At 06:09 p.m. 9/03/2007, you wrote:
  I myself am using a mix of SAPI and recorded voices for Rail Racer, which 
works quite nicely.
  The Sapi is used for feedback from the systems of your racer, such as 
speed, current gear, fuel etc.
  I use a third party voice for the synthed stuff myself, as it sounds 
better, but for a long time I simply used Microsoft Mary, which isn't all 
that bad, and everyone has access to this voice.
  As for the inability to interrupt the wavs, not sure what that is about, I 
have a method for Rail Racer that stops wav playback and I've never had 
trouble with it.
  Bottom line for me is that I use what is appropriate, pre recorded stuff 
for menus and introductions and the like, and Sapi for feedback of dynamic 
information .  Keeps both the CPU and programming overhead to a minimum.
  Rock.
  Che

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, March 08, 2007 10:17 PM
Subject: Re: [Audyssey] USA Games and SAPI support?


 Hi Shaun,

 Quote

 1.  if sapi hasn't worked or is mangled somehow, and the user has no use 
 for it otherwise then the user may have to fix it or something.

 End quote

 In my personal case I have rarely seen or heard of Sapi being so damaged
 it can't be effectively used. However, I would label this one as an
 issue as this can happen with any dependancy weather it is .NET,
 DirectX, and the files can be damaged and require reinstallation.
 Bottom line, this is likely one of those end user issues where the end
 user installs incompatible software, and something like Sapi then gets
 broken.

 Quote

 2.  Unless said user has jaws8, zoomtext, or has got legally or otherwise 
 the high quality voices he/she will not have a nice time.

 End quote

 True. However, generally speaking high quality voices don't cost that
 much in U.S. and U.K. currency. The Neospeech voices are something like
 $30 each over on Nextup which isn't too bad. I don't have a current
 price list for Scansoft, but if you buy the voices individually you can
 save money that way as well.
 Another reason to think about technically speaking recording parts of
 the tts engine and using in a game violates those copyrights again. In
 this case I can avoid those legal restrictions by asking the end users
 to purchase a valid license for the voices they want, or I can become a
 reseller for those voices and have two price skales for the games.
 A $30 version with no extra voices, and a $60 version with one high
 quality speech engine of my choosing.

 Quote

 You could do more things than a speech synth ever could.
 End quote

 No, that is actually the problem. Using wav files is very inflexable. If I 
 want to create games with mission parsers, being scriptable, I'd have to 
 use Sapi. I could not use wav files to handle custom changes in the name 
 of ships, custom mission orders, etc...
 Using wav files does slow the game down quite a bit just for the fact it 
 is constantly opening and closing wav samples except those that are 
 commonly

 being used. Those that are commonly used are stored in memory buffers
 which in turns gets and waistes memory.
 I'm not a resource fanatic, but I don't like waisting memory and CPU
 speed either. The way Monty and STFC handles the system it is very
 waisteful of resources.If it has them it will use them, and waiste them
 on nothing more than speech where say a better audio environment could
 have been used instead.
 One last point is using wav files I have never found a good way to do
 keyboard interupts etc. Sometimes it works, and some times not. A
 glaring issue is the STFC full status report. I love getting all that
 stuff read out, but I can't shut it up It does not work!!!



 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.
 


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