Re: [Audyssey] Possible MOTA Features

2011-11-13 Thread Thomas Ward
Hi Michael,

The Genesis engine already has that functionality. You can create
custom settings for Sapi such as rate, volume, and voice. So that's
not really a big issue here. However, I can say I see both sides of
this debate from an end users point of view and as a programmer as
well.

As a programmer myself I can say it is just simpler to grab the
default settings from the control panel, and use those rather than
write a bunch of extra code to manually pass custom settings like
rate, volume, and pitch.  Its not super complicated, but takes more
time of course.

As an end user though I clearly see the advantage of being able to set
custom settings on a per game basis. After all, if you have a number
of Sapi voices one might sound better in game x than in game y. For
instance, in my WWE wrestling game I want a male voice to act as a
commentator for the game. If I add Sapi support to Mysteries of the
Ancients I'd obviously want to select a female voice like Heather for
the game. In that light being able to custom select voice, rate,
pitch, volume, is essential, and why I actively support that feature
in my games.

I don't know if you ever played some of my earlier games like
Montezuma's Revenge/Montezuma's Return it used Sapi 5 support. You
could select custom settings for voice, pitch, rate, volume, etc. I
wouldn't consider creating a game that uses Sapi without that
functionality.

Cheers!

On 11/12/11, Michael Gauler michael.gau...@gmx.de wrote:
 Hi Thomas,
 I know the advantages of using whatever speech engine is available on the
 user's computer.
 But if this is done then you would need to find a way to create some
 configuration options for your games which don't change system defaults.
 For example, let's talk about SAPI.
 It should be possible to select any SAPI voice without changing the default
 voice from within the Windows control panel.
 It also should be possible to change the speed of the voice and/or pitch
 where it is applicable and save that into something where it can be kept so
 that you don't have to configure it every time the game starts.


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Re: [Audyssey] Possible MOTA Features

2011-11-12 Thread Darren Duff
Oh my goodness! I am sorry! I had no idea! I lost Kenya in September due to
prostate cancer, so I know how you feel. I'm going back to get another dog
in a month or 2. ok sorry guys... Lets get back to gaming now. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Friday, November 11, 2011 10:41 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Possible MOTA Features

Jonna died of a sudden heart attack in February of 2004 at the age of 10 and
a half.  Then came Carolina in April of that year, who had to be put to
sleep due to hip displasia in August of this year.  I'm now training with my
first Lab after having had 4 Shepherds.

---
Be positive!  When it comes to being defeated, if you think you're finished,
you! are! finished!
- Original Message -
From: Darren Duff duff...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, November 11, 2011 6:34 PM
Subject: Re: [Audyssey] Possible MOTA Features


 What happened to Jonna?  Write me off list if you like.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
 On Behalf Of Charles Rivard
 Sent: Friday, November 11, 2011 8:45 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Possible MOTA Features

 I know there are tons of responses, but I haven't looked at them yet 
 because I've been busy training with my fifth dog guide.  I would 
 prefer the direct screen reader access option if it isn't too much 
 work for you or if it doesn't delay the game longer than you'd like.

 ---
 Be positive!  When it comes to being defeated, if you think you're 
 finished, you! are! finished!
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, November 10, 2011 10:52 AM
 Subject: [Audyssey] Possible MOTA Features


 Hi everyone,

 As I mentioned a few days back in the USA Games general news letter
 the Genesis 3D Engine is getting a major work over in v1.2, and I now
 have access to some additional features that weren't available when I
 ported Mysteries of the Ancients to C++ a year ago. Which brings up a
 question I thought I'd throw out to you, the customers, as this would
 drastically effect the final version of the game.

 One of the new features in v1.2 of the engine is direct screen reader
 support. I was wondering if you are in favor of using the direct
 screen reader support in Mysteries of the Ancients v1.0, or if you'd
 rather keep the Acapela Heather speech clips present in beta 22?

 The reason I am asking is I know there were quite a number of
 complaints over the past few months about being able to change the
 voice, speech rate, speech volume, etc and by using direct screen
 reader support you could do this easily. It would also make it easier
 for me to update an develop the game as I wouldn't have to relie upon
 wav files for speech output. On the downside I have already agreed to
 help people like Blind Games Brazil to have them convert the game to
 Portuguese and I'd feel as though I was cheating them by changing
 development of the speech output at this point. Any
 thoughts/suggestions here?

 Thanks.

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Re: [Audyssey] Possible MOTA Features

2011-11-12 Thread Darren Duff
Good luck with that Dark. I will be going back to the Seeing Eye in a month
or so for my second guide.. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Saturday, November 12, 2011 12:05 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Possible MOTA Features

Ironic You should bring this up now Charles.

The reason I've been a litle quiet, and somewhat reticent about playing
audio games with headphones (particularly swamp), is I'e been training with
my first guide dog for the last three weeks and I've frankly been too
worried to stick on a pair of headphones, especially when it comes to
stretching headphone cables across the room. that's why i've mainly been
playing games like core exiles which i can do on speakers alone.

We qualified last tuesday though and things seem to be setling out, though
she stil acts rather lost and seems to miss the trainer.

her Name is reever and she's a black lab retriever cross.

Guiding has been fine, but the actual getting used to me part has been quite
difficult as she's been rather depressed, though she has enjoyed wandering
around the city of Durham and going to my tabletop rp sessions. hopefully
she'll get used to me and settle down soon.

My mum visiting with her guide dog helped, sinse then reever became jealous.

Oh, and if people were wondering why I haven't been posting news on
audiogames.net, why I haven't tried swamp etc, that is indeed the reason
why.

Beware the grue!

Dark. 


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Re: [Audyssey] Possible MOTA Features

2011-11-12 Thread Michael Gauler

Hi Thomas,
I know the advantages of using whatever speech engine is available on the 
user's computer.
But if this is done then you would need to find a way to create some 
configuration options for your games which don't change system defaults.

For example, let's talk about SAPI.
It should be possible to select any SAPI voice without changing the default 
voice from within the Windows control panel.
It also should be possible to change the speed of the voice and/or pitch 
where it is applicable and save that into something where it can be kept so 
that you don't have to configure it every time the game starts. 



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Re: [Audyssey] Possible MOTA Features

2011-11-12 Thread dark

Hi Michael.

For someone who plays constantly with sapi, I must confess I don't agree 
such config changes in a game are absolutely! necessary, sinse you can just 
set them by default in windows for all your sapi games.


While there is the odd occasion you might want different settings for 
different games, I think you may be overestimating the importance of this 
feature just slightly. Indeed, the only occasion I can think of where I want 
sapi altered in a game specific way is with mushclient, sinse I want the 
speech rather faster than usual to keep up with mud messages, but generally 
even in jim kitchin'[s games I just have things set as I'd like.


As I said, it's a nice feature to have just in case, but I don't think it's 
absolutely necessarily.


Beware the grue!

dark.
- Original Message - 
From: Michael Gauler michael.gau...@gmx.de

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 12, 2011 3:35 PM
Subject: Re: [Audyssey] Possible MOTA Features



Hi Thomas,
I know the advantages of using whatever speech engine is available on the 
user's computer.
But if this is done then you would need to find a way to create some 
configuration options for your games which don't change system defaults.

For example, let's talk about SAPI.
It should be possible to select any SAPI voice without changing the 
default voice from within the Windows control panel.
It also should be possible to change the speed of the voice and/or pitch 
where it is applicable and save that into something where it can be kept 
so that you don't have to configure it every time the game starts.


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Re: [Audyssey] Possible MOTA Features

2011-11-12 Thread QuentinC
Be able to have specific SAPI voice and settings for each game is far 
from useless. Think on this:
Personnally my mother tongue is french, so my default voice is a french 
one. However, I would certainly like to set an english voice for my 
english games...


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Re: [Audyssey] Possible MOTA Features

2011-11-12 Thread dark

Hi Quentin.

i never actually said setting sapi specifically in games was useless and 
therefore shouldn't be included, only that it was not absolutely essential.


Michael's post seemed to imply that unless this option was added to a game, 
it wasn't worth having, where as games like spoonbill stil get on without it 
just using the control panel.


it's a bit like having an option to set the keyboard controlls. Some games 
have it, some don't. it's a good thing when it's there, but lack of it 
doesn't automatically doom a game to being dire.


I hope that clears things up.

Beware the grue!

Dark.
- Original Message - 
From: QuentinC quent...@cfardel.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 12, 2011 7:45 PM
Subject: Re: [Audyssey] Possible MOTA Features


Be able to have specific SAPI voice and settings for each game is far from 
useless. Think on this:
Personnally my mother tongue is french, so my default voice is a french 
one. However, I would certainly like to set an english voice for my 
english games...


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Re: [Audyssey] Possible MOTA Features

2011-11-12 Thread Michael Gauler

Hi Dark,
I didn't want to say that it is absolutely necessary to have all SAPI 
options available.
But if you are using avoice in a non English language as your default voice, 
running a game without changing it in the control panel might cause you some 
problems.
Besides, I know some programs which use their own SAPI configuration sets, 
and why not use them, so every program can be configured individually 
instead of having to rely only on the settings of the control panel.

That was one big problem with Blind Man's Bluff.
There was a SAPI 5 version, but actually changing the voice for the game 
only didn't work in the unstable 1.3 version.
Thus it is better, if you have the option to do the configuration 
completely. If you go to include permanent voice changes (each time game 
starts, the same voice is used unless you change it within the game), then 
why not also add the proper configuration parameters of voices which are 
volume, rate of speech and pitch (not all voices support adjustments of all 
three parameters)? 



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Re: [Audyssey] Possible MOTA Features

2011-11-11 Thread Thomas Ward
Hi,

That's true. The reason there isn't much overhead in a game like
Mysteries of the Ancients is due to the fact it is written purely in
native C++. With C++ I can micromanage CPU usage as well as ram usage.
Where with the .Net languages, for example, the developer lets the
garbage collecter do the clean up work which wastes CPU and memory on
clean up deuty. In one way that's good,but it still isn't 100%
efficientuse of your CPU power and memory.

That, I think, is the issue with GTC and other games written in VB 6.
The language was designed specifically for ease of use rather than
efficient programming. There is no way to micromanage CPU usage and
memory so some CPU output and memory is waisted on the VB runtime
which acts as a bridge between application and native Windows
libraries.However, that really isn't a big deal on newer systems these
days.

My thoughts simply are if I can use an existing speech service be it
Jaws, Window-eyes, NVDA, Sapi, whatever  it will be far easier to
update and maintain games because I won't have to record, edit, and
load x number of wav files for speech. I'll be able to use that CPU
power and memory for more sound effects as needed. The speech will be
more dinamic as I'll be able to pass message strings to the speech
service in real time rather than figure out what wav file has the
message I need, load it, and then play it back, etc.

Cheers!


On 11/10/11, john jpcarnemo...@comcast.net wrote:
 MOTA doesn't really use that much cpu as is, though this may just
 be my machine. I've got games (gtc and toc to name the ones that
 come to mind) that blow straight through one of my cores even
 idling. As far as ram goes, unless somebody has a really old xp
 machine, you could do a lot more than the game is now without
 affecting them.

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Re: [Audyssey] Possible MOTA Features

2011-11-11 Thread Charles Rivard
I know there are tons of responses, but I haven't looked at them yet because 
I've been busy training with my fifth dog guide.  I would prefer the direct 
screen reader access option if it isn't too much work for you or if it 
doesn't delay the game longer than you'd like.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! are! finished!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 10:52 AM
Subject: [Audyssey] Possible MOTA Features



Hi everyone,

As I mentioned a few days back in the USA Games general news letter
the Genesis 3D Engine is getting a major work over in v1.2, and I now
have access to some additional features that weren't available when I
ported Mysteries of the Ancients to C++ a year ago. Which brings up a
question I thought I'd throw out to you, the customers, as this would
drastically effect the final version of the game.

One of the new features in v1.2 of the engine is direct screen reader
support. I was wondering if you are in favor of using the direct
screen reader support in Mysteries of the Ancients v1.0, or if you'd
rather keep the Acapela Heather speech clips present in beta 22?

The reason I am asking is I know there were quite a number of
complaints over the past few months about being able to change the
voice, speech rate, speech volume, etc and by using direct screen
reader support you could do this easily. It would also make it easier
for me to update an develop the game as I wouldn't have to relie upon
wav files for speech output. On the downside I have already agreed to
help people like Blind Games Brazil to have them convert the game to
Portuguese and I'd feel as though I was cheating them by changing
development of the speech output at this point. Any
thoughts/suggestions here?

Thanks.

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Re: [Audyssey] Possible MOTA Features

2011-11-11 Thread Darren Duff
What happened to Jonna?  Write me off list if you like. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Friday, November 11, 2011 8:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Possible MOTA Features

I know there are tons of responses, but I haven't looked at them yet because
I've been busy training with my fifth dog guide.  I would prefer the direct
screen reader access option if it isn't too much work for you or if it
doesn't delay the game longer than you'd like.

---
Be positive!  When it comes to being defeated, if you think you're finished,
you! are! finished!
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 10:52 AM
Subject: [Audyssey] Possible MOTA Features


 Hi everyone,

 As I mentioned a few days back in the USA Games general news letter 
 the Genesis 3D Engine is getting a major work over in v1.2, and I now 
 have access to some additional features that weren't available when I 
 ported Mysteries of the Ancients to C++ a year ago. Which brings up a 
 question I thought I'd throw out to you, the customers, as this would 
 drastically effect the final version of the game.

 One of the new features in v1.2 of the engine is direct screen reader 
 support. I was wondering if you are in favor of using the direct 
 screen reader support in Mysteries of the Ancients v1.0, or if you'd 
 rather keep the Acapela Heather speech clips present in beta 22?

 The reason I am asking is I know there were quite a number of 
 complaints over the past few months about being able to change the 
 voice, speech rate, speech volume, etc and by using direct screen 
 reader support you could do this easily. It would also make it easier 
 for me to update an develop the game as I wouldn't have to relie upon 
 wav files for speech output. On the downside I have already agreed to 
 help people like Blind Games Brazil to have them convert the game to 
 Portuguese and I'd feel as though I was cheating them by changing 
 development of the speech output at this point. Any 
 thoughts/suggestions here?

 Thanks.

 ---
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Re: [Audyssey] Possible MOTA Features

2011-11-11 Thread Charles Rivard
Jonna died of a sudden heart attack in February of 2004 at the age of 10 and 
a half.  Then came Carolina in April of that year, who had to be put to 
sleep due to hip displasia in August of this year.  I'm now training with my 
first Lab after having had 4 Shepherds.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! are! finished!
- Original Message - 
From: Darren Duff duff...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, November 11, 2011 6:34 PM
Subject: Re: [Audyssey] Possible MOTA Features



What happened to Jonna?  Write me off list if you like.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Friday, November 11, 2011 8:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Possible MOTA Features

I know there are tons of responses, but I haven't looked at them yet 
because
I've been busy training with my fifth dog guide.  I would prefer the 
direct

screen reader access option if it isn't too much work for you or if it
doesn't delay the game longer than you'd like.

---
Be positive!  When it comes to being defeated, if you think you're 
finished,

you! are! finished!
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 10:52 AM
Subject: [Audyssey] Possible MOTA Features



Hi everyone,

As I mentioned a few days back in the USA Games general news letter
the Genesis 3D Engine is getting a major work over in v1.2, and I now
have access to some additional features that weren't available when I
ported Mysteries of the Ancients to C++ a year ago. Which brings up a
question I thought I'd throw out to you, the customers, as this would
drastically effect the final version of the game.

One of the new features in v1.2 of the engine is direct screen reader
support. I was wondering if you are in favor of using the direct
screen reader support in Mysteries of the Ancients v1.0, or if you'd
rather keep the Acapela Heather speech clips present in beta 22?

The reason I am asking is I know there were quite a number of
complaints over the past few months about being able to change the
voice, speech rate, speech volume, etc and by using direct screen
reader support you could do this easily. It would also make it easier
for me to update an develop the game as I wouldn't have to relie upon
wav files for speech output. On the downside I have already agreed to
help people like Blind Games Brazil to have them convert the game to
Portuguese and I'd feel as though I was cheating them by changing
development of the speech output at this point. Any
thoughts/suggestions here?

Thanks.

---
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Re: [Audyssey] Possible MOTA Features

2011-11-11 Thread dark

Ironic You should bring this up now Charles.

The reason I've been a litle quiet, and somewhat reticent about playing 
audio games with headphones (particularly swamp), is I'e been training with 
my first guide dog for the last three weeks and I've frankly been too 
worried to stick on a pair of headphones, especially when it comes to 
stretching headphone cables across the room. that's why i've mainly been 
playing games like core exiles which i can do on speakers alone.


We qualified last tuesday though and things seem to be setling out, though 
she stil acts rather lost and seems to miss the trainer.


her Name is reever and she's a black lab retriever cross.

Guiding has been fine, but the actual getting used to me part has been quite 
difficult as she's been rather depressed, though she has enjoyed wandering 
around the city of Durham and going to my tabletop rp sessions. hopefully 
she'll get used to me and settle down soon.


My mum visiting with her guide dog helped, sinse then reever became jealous.

Oh, and if people were wondering why I haven't been posting news on 
audiogames.net, why I haven't tried swamp etc, that is indeed the reason 
why.


Beware the grue!

Dark. 



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Re: [Audyssey] Possible MOTA Features

2011-11-11 Thread Charles Rivard

Tell your new puppy to

Beware the grue!



Getting used to one another does take time.  If her guide work is good, the 
bonding will come.  I know.  I've been through it before.  Purdue is my 
fifth dog guide.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! are! finished!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 11, 2011 9:05 PM
Subject: Re: [Audyssey] Possible MOTA Features



Ironic You should bring this up now Charles.

The reason I've been a litle quiet, and somewhat reticent about playing 
audio games with headphones (particularly swamp), is I'e been training 
with my first guide dog for the last three weeks and I've frankly been too 
worried to stick on a pair of headphones, especially when it comes to 
stretching headphone cables across the room. that's why i've mainly been 
playing games like core exiles which i can do on speakers alone.


We qualified last tuesday though and things seem to be setling out, though 
she stil acts rather lost and seems to miss the trainer.


her Name is reever and she's a black lab retriever cross.

Guiding has been fine, but the actual getting used to me part has been 
quite difficult as she's been rather depressed, though she has enjoyed 
wandering around the city of Durham and going to my tabletop rp sessions. 
hopefully she'll get used to me and settle down soon.


My mum visiting with her guide dog helped, sinse then reever became 
jealous.


Oh, and if people were wondering why I haven't been posting news on 
audiogames.net, why I haven't tried swamp etc, that is indeed the reason 
why.


Beware the grue!

Dark.

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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Darren Duff
My vote is for screen reader support. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, November 10, 2011 1:53 PM
To: Gamers Discussion list
Subject: [Audyssey] Possible MOTA Features

Hi everyone,

As I mentioned a few days back in the USA Games general news letter the
Genesis 3D Engine is getting a major work over in v1.2, and I now have
access to some additional features that weren't available when I ported
Mysteries of the Ancients to C++ a year ago. Which brings up a question I
thought I'd throw out to you, the customers, as this would drastically
effect the final version of the game.

One of the new features in v1.2 of the engine is direct screen reader
support. I was wondering if you are in favor of using the direct screen
reader support in Mysteries of the Ancients v1.0, or if you'd rather keep
the Acapela Heather speech clips present in beta 22?

The reason I am asking is I know there were quite a number of complaints
over the past few months about being able to change the voice, speech rate,
speech volume, etc and by using direct screen reader support you could do
this easily. It would also make it easier for me to update an develop the
game as I wouldn't have to relie upon wav files for speech output. On the
downside I have already agreed to help people like Blind Games Brazil to
have them convert the game to Portuguese and I'd feel as though I was
cheating them by changing development of the speech output at this point.
Any thoughts/suggestions here?

Thanks.

---
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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Bryan Peterson
Only problem with that is that I'd have to use Eloquence for speach in the 
game and I really don't want to do that. Because Sapi voices, particularly 
the quality ones, are rather sluggish when using screen readers.

They're coming to take me away, ha-haaa!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 11:52 AM
Subject: [Audyssey] Possible MOTA Features



Hi everyone,

As I mentioned a few days back in the USA Games general news letter
the Genesis 3D Engine is getting a major work over in v1.2, and I now
have access to some additional features that weren't available when I
ported Mysteries of the Ancients to C++ a year ago. Which brings up a
question I thought I'd throw out to you, the customers, as this would
drastically effect the final version of the game.

One of the new features in v1.2 of the engine is direct screen reader
support. I was wondering if you are in favor of using the direct
screen reader support in Mysteries of the Ancients v1.0, or if you'd
rather keep the Acapela Heather speech clips present in beta 22?

The reason I am asking is I know there were quite a number of
complaints over the past few months about being able to change the
voice, speech rate, speech volume, etc and by using direct screen
reader support you could do this easily. It would also make it easier
for me to update an develop the game as I wouldn't have to relie upon
wav files for speech output. On the downside I have already agreed to
help people like Blind Games Brazil to have them convert the game to
Portuguese and I'd feel as though I was cheating them by changing
development of the speech output at this point. Any
thoughts/suggestions here?

Thanks.

---
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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread shaun everiss

well direct reader support would reduce the size so I am all for it.
I use nvda on a regular basis.
At 01:52 p.m. 10/11/2011 -0500, you wrote:

Hi everyone,

As I mentioned a few days back in the USA Games general news letter
the Genesis 3D Engine is getting a major work over in v1.2, and I now
have access to some additional features that weren't available when I
ported Mysteries of the Ancients to C++ a year ago. Which brings up a
question I thought I'd throw out to you, the customers, as this would
drastically effect the final version of the game.

One of the new features in v1.2 of the engine is direct screen reader
support. I was wondering if you are in favor of using the direct
screen reader support in Mysteries of the Ancients v1.0, or if you'd
rather keep the Acapela Heather speech clips present in beta 22?

The reason I am asking is I know there were quite a number of
complaints over the past few months about being able to change the
voice, speech rate, speech volume, etc and by using direct screen
reader support you could do this easily. It would also make it easier
for me to update an develop the game as I wouldn't have to relie upon
wav files for speech output. On the downside I have already agreed to
help people like Blind Games Brazil to have them convert the game to
Portuguese and I'd feel as though I was cheating them by changing
development of the speech output at this point. Any
thoughts/suggestions here?

Thanks.

---
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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread shaun everiss

Well it depends what your cpu and memmory requirements are.
i have high quality voices now, with my core2 and 2gb ram on xp it 
works but yeah things are a bit slower.

On the newer systems the i series i3 and up there shouldn't be any problem.
Not sure how 64 bit oses would effect as I have only had 32 bit 
experience and it looks good.
Using something like espeak though robotic that it is would still be 
ok its clear enough.

At 11:57 a.m. 10/11/2011 -0700, you wrote:
Only problem with that is that I'd have to use Eloquence for speach 
in the game and I really don't want to do that. Because Sapi voices, 
particularly the quality ones, are rather sluggish when using screen readers.

They're coming to take me away, ha-haaa!
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 11:52 AM
Subject: [Audyssey] Possible MOTA Features



Hi everyone,

As I mentioned a few days back in the USA Games general news letter
the Genesis 3D Engine is getting a major work over in v1.2, and I now
have access to some additional features that weren't available when I
ported Mysteries of the Ancients to C++ a year ago. Which brings up a
question I thought I'd throw out to you, the customers, as this would
drastically effect the final version of the game.

One of the new features in v1.2 of the engine is direct screen reader
support. I was wondering if you are in favor of using the direct
screen reader support in Mysteries of the Ancients v1.0, or if you'd
rather keep the Acapela Heather speech clips present in beta 22?

The reason I am asking is I know there were quite a number of
complaints over the past few months about being able to change the
voice, speech rate, speech volume, etc and by using direct screen
reader support you could do this easily. It would also make it easier
for me to update an develop the game as I wouldn't have to relie upon
wav files for speech output. On the downside I have already agreed to
help people like Blind Games Brazil to have them convert the game to
Portuguese and I'd feel as though I was cheating them by changing
development of the speech output at this point. Any
thoughts/suggestions here?

Thanks.

---
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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Thomas Ward
Hi,

Actually, doing it this way would probably be a lot better on over all
system performance simply because the game is accessing an existing
speech service. Sapi, for example, doesn't take up that much ram
unless you are using one of the higher quality voices like Ivona Amy,
Bryan, Kendra, etc but even then it is better than loading x number of
*.wav files into memory for speech output. It will both save on CPU
power and memory. I can't see how this would do anything but improve
matters for the better.

As for 64-bit that isn't really a big issue. Yes, some 32-bit Sapi
voices don't play well with 64-bit versions of Windows, but there are
other alternatives like switching over to your screen reader for
speech output instead. So regardless if you are using Vocalizer,
RealSpeak, Eloquence, Dectalk Access, whatever you can just tset that
up to be the default TTS engine instead via your screen reader.

Cheers!


On 11/10/11, shaun everiss sm.ever...@gmail.com wrote:
 Well it depends what your cpu and memmory requirements are.
 i have high quality voices now, with my core2 and 2gb ram on xp it
 works but yeah things are a bit slower.
 On the newer systems the i series i3 and up there shouldn't be any problem.
 Not sure how 64 bit oses would effect as I have only had 32 bit
 experience and it looks good.
 Using something like espeak though robotic that it is would still be
 ok its clear enough.

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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Thomas Ward
Hi,

Well, NVDA support is definitely working good with G3D. I'm still
working on JFW, Window-Eyes, System Access, and other screen readers
but NVDA does work great with the engine.

Cheers!


On 11/10/11, shaun everiss sm.ever...@gmail.com wrote:
 well direct reader support would reduce the size so I am all for it.
 I use nvda on a regular basis.

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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Phil Vlasak

Hi Thomas,
I would like you to keep the Acapela Heather speech.
I think her voice fits perfectly with the game and the main character.

One possibility is after the side stroller version is done, you could add 
the SAPI to the 3D version.


Phil


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 1:52 PM
Subject: [Audyssey] Possible MOTA Features



Hi everyone,

As I mentioned a few days back in the USA Games general news letter
the Genesis 3D Engine is getting a major work over in v1.2, and I now
have access to some additional features that weren't available when I
ported Mysteries of the Ancients to C++ a year ago. Which brings up a
question I thought I'd throw out to you, the customers, as this would
drastically effect the final version of the game.

One of the new features in v1.2 of the engine is direct screen reader
support. I was wondering if you are in favor of using the direct
screen reader support in Mysteries of the Ancients v1.0, or if you'd
rather keep the Acapela Heather speech clips present in beta 22?

The reason I am asking is I know there were quite a number of
complaints over the past few months about being able to change the
voice, speech rate, speech volume, etc and by using direct screen
reader support you could do this easily. It would also make it easier
for me to update an develop the game as I wouldn't have to relie upon
wav files for speech output. On the downside I have already agreed to
help people like Blind Games Brazil to have them convert the game to
Portuguese and I'd feel as though I was cheating them by changing
development of the speech output at this point. Any
thoughts/suggestions here?

Thanks.

---
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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Bryan Peterson

Ugh. I hate Espeak.
They're coming to take me away, ha-haaa!
- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 12:11 PM
Subject: Re: [Audyssey] Possible MOTA Features



Well it depends what your cpu and memmory requirements are.
i have high quality voices now, with my core2 and 2gb ram on xp it works 
but yeah things are a bit slower.
On the newer systems the i series i3 and up there shouldn't be any 
problem.
Not sure how 64 bit oses would effect as I have only had 32 bit experience 
and it looks good.
Using something like espeak though robotic that it is would still be ok 
its clear enough.

At 11:57 a.m. 10/11/2011 -0700, you wrote:
Only problem with that is that I'd have to use Eloquence for speach in the 
game and I really don't want to do that. Because Sapi voices, particularly 
the quality ones, are rather sluggish when using screen readers.

They're coming to take me away, ha-haaa!
- Original Message - From: Thomas Ward 
thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 11:52 AM
Subject: [Audyssey] Possible MOTA Features



Hi everyone,

As I mentioned a few days back in the USA Games general news letter
the Genesis 3D Engine is getting a major work over in v1.2, and I now
have access to some additional features that weren't available when I
ported Mysteries of the Ancients to C++ a year ago. Which brings up a
question I thought I'd throw out to you, the customers, as this would
drastically effect the final version of the game.

One of the new features in v1.2 of the engine is direct screen reader
support. I was wondering if you are in favor of using the direct
screen reader support in Mysteries of the Ancients v1.0, or if you'd
rather keep the Acapela Heather speech clips present in beta 22?

The reason I am asking is I know there were quite a number of
complaints over the past few months about being able to change the
voice, speech rate, speech volume, etc and by using direct screen
reader support you could do this easily. It would also make it easier
for me to update an develop the game as I wouldn't have to relie upon
wav files for speech output. On the downside I have already agreed to
help people like Blind Games Brazil to have them convert the game to
Portuguese and I'd feel as though I was cheating them by changing
development of the speech output at this point. Any
thoughts/suggestions here?

Thanks.

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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Bryan Peterson

Side Stroller? LOL.
They're coming to take me away, ha-haaa!
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 1:20 PM
Subject: Re: [Audyssey] Possible MOTA Features



Hi Thomas,
I would like you to keep the Acapela Heather speech.
I think her voice fits perfectly with the game and the main character.

One possibility is after the side stroller version is done, you could add 
the SAPI to the 3D version.


Phil


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 1:52 PM
Subject: [Audyssey] Possible MOTA Features



Hi everyone,

As I mentioned a few days back in the USA Games general news letter
the Genesis 3D Engine is getting a major work over in v1.2, and I now
have access to some additional features that weren't available when I
ported Mysteries of the Ancients to C++ a year ago. Which brings up a
question I thought I'd throw out to you, the customers, as this would
drastically effect the final version of the game.

One of the new features in v1.2 of the engine is direct screen reader
support. I was wondering if you are in favor of using the direct
screen reader support in Mysteries of the Ancients v1.0, or if you'd
rather keep the Acapela Heather speech clips present in beta 22?

The reason I am asking is I know there were quite a number of
complaints over the past few months about being able to change the
voice, speech rate, speech volume, etc and by using direct screen
reader support you could do this easily. It would also make it easier
for me to update an develop the game as I wouldn't have to relie upon
wav files for speech output. On the downside I have already agreed to
help people like Blind Games Brazil to have them convert the game to
Portuguese and I'd feel as though I was cheating them by changing
development of the speech output at this point. Any
thoughts/suggestions here?

Thanks.

---
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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Thomas Ward
Hi Bryan,

I take your point, but I can say from using Sapi 5 support that Ivona
Bryan or Ivona Amy is no more sluggish in a game than using wav files
for speech. So your point doesn't really apply here.

Yeah, if you were using a screen reader for normal input/output Sapi
voices are too sluggish to keep up, but in games its not really a big
issue. Jim Kitchen's games work well enough using the higher quality
Sapi voices.


Cheers!


On 11/10/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 Only problem with that is that I'd have to use Eloquence for speach in the
 game and I really don't want to do that. Because Sapi voices, particularly
 the quality ones, are rather sluggish when using screen readers.
 They're coming to take me away, ha-haaa!

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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Thomas Ward
Hi Phil,

Un fortunately, that won't work. The 3d version is being developed in
tandem with the side-scroller version, and they both are using the
same engine, basically the same code, and I don't want to rewrite all
the menus, status messages, etc for one version and maintain the wav
files for the other primarily because I won't be able to share code
between the projects without reworking it every time I need to add
something to one or the other. So if I am going to convert the code to
use screen reader support I'll do it for both or not at all.

However, I do take your point that Heather does sound good for the
game. Its not very flexible and not exactly the best way to get speech
output, but it does sound decent. That's a good reason to hang on to
it, but I'll wait and see what others have to say before making a
final decision which way to swing with this.

HTH


On 11/10/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I would like you to keep the Acapela Heather speech.
  I think her voice fits perfectly with the game and the main character.

 One possibility is after the side scroller version is done, you could add
 the SAPI to the 3D version.

 Phil


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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread QuentinC

Hello Thomas,

Think on something if you are switching to real-time speech instead of 
prerecorded speech.


Make your game translatable, for example by externalizing all sentances 
used into a separate text file.


I know some people who might buy it if the game would be available in 
their mother tongue. For example on the french mailing-list about 
accessible games, there are some people who are very entousiastic when 
they hear about certain games, but when they are said that these games 
are only in english, the discussion suddenly stops... IF you want an 
example: emtombed.


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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Thomas Ward
Hi,

Yeah, I understand that. Its for that reason I have considered leaving
MOTA as it currently is. Someone can record  new speech files for the
game in French, Spanish, italian, whatever and just over write the
English files if needed. That would make it easier to modify the
language in that case.

The problem with what your suggesting by creating language files that
can be edited is that's a whole lot more work than i have time for.
I'm hoping for a Christmas, or near Christmas release, so I don't want
to rework the game any more than I have to. i don't know how difficult
it would be to replace all the status messages etc with text files
that get passed off to a screen reader, Sapi, etc.

Cheers!


On 11/10/11, QuentinC quent...@cfardel.net wrote:
 Hello Thomas,

 Think on something if you are switching to real-time speech instead of
 prerecorded speech.

 Make your game translatable, for example by externalizing all sentances
 used into a separate text file.

 I know some people who might buy it if the game would be available in
 their mother tongue. For example on the french mailing-list about
 accessible games, there are some people who are very entousiastic when
 they hear about certain games, but when they are said that these games
 are only in english, the discussion suddenly stops... IF you want an
 example: emtombed.

 ---
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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread pitermach

hi,
If you go for screen reader support, then I'd then suggest you do the 
strings in external lng files, so we could avoid the cheating part. I 
see how this could help, since in Poland I also know many people who 
don't play a lot of audio games, simply because they don't know English. 
it would also help in pronouncing numbers, since in Polish (and i'm sure 
in other languages) the way numbers over 99 aren't just pronounced by 
slapping a hundred at the end of them, so letting the screen reader 
handle that would certainly sound considerably better.
As for my actual vote though, I'd rather stick to heather, it just seems 
more natural this way and helps get into the atmosphere of the game. 
I'd have to agree with what bryan said about using eloquence.


On 11/10/2011 7:52 PM, Thomas Ward wrote:

Hi everyone,

As I mentioned a few days back in the USA Games general news letter
the Genesis 3D Engine is getting a major work over in v1.2, and I now
have access to some additional features that weren't available when I
ported Mysteries of the Ancients to C++ a year ago. Which brings up a
question I thought I'd throw out to you, the customers, as this would
drastically effect the final version of the game.

One of the new features in v1.2 of the engine is direct screen reader
support. I was wondering if you are in favor of using the direct
screen reader support in Mysteries of the Ancients v1.0, or if you'd
rather keep the Acapela Heather speech clips present in beta 22?

The reason I am asking is I know there were quite a number of
complaints over the past few months about being able to change the
voice, speech rate, speech volume, etc and by using direct screen
reader support you could do this easily. It would also make it easier
for me to update an develop the game as I wouldn't have to relie upon
wav files for speech output. On the downside I have already agreed to
help people like Blind Games Brazil to have them convert the game to
Portuguese and I'd feel as though I was cheating them by changing
development of the speech output at this point. Any
thoughts/suggestions here?

Thanks.

---
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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Thomas Ward
Hi,

Right. Well, wenever I do begin using real time speech via Jaws,
Window-Eyes, I can look at adding the strings externally, but I think
that's a bit too much work for the kind of schedule I've put the MOTA
project on.

In the meantime I'm leaning to just keeping the speech as it currently
is as a lot of people like Heather. So no need to change it if the
majority of people are happier that way. I can work on making the
xperience a little smoother etc and just work with the wav files as
is.

Cheers!




On 11/10/11, pitermach piterm...@gmail.com wrote:
 hi,
 If you go for screen reader support, then I'd then suggest you do the
 strings in external lng files, so we could avoid the cheating part. I
 see how this could help, since in Poland I also know many people who
 don't play a lot of audio games, simply because they don't know English.
 it would also help in pronouncing numbers, since in Polish (and i'm sure
 in other languages) the way numbers over 99 aren't just pronounced by
 slapping a hundred at the end of them, so letting the screen reader
 handle that would certainly sound considerably better.
 As for my actual vote though, I'd rather stick to heather, it just seems
 more natural this way and helps get into the atmosphere of the game.
 I'd have to agree with what bryan said about using eloquence.

---
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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread QuentinC
Since the discussion has started and since someone talked about 
eloquence, I have a question: is it legal or definitely illegal to let a 
game, or more generally, a program, connect to eloquence directly ?


I'm thinking on something I saw once some time ago: sapi-to-eloquence 
bridges, or script/plugins or little cheats existing for certain games 
that make eloquence speaking instead of sapi.


Note that all these things have in common that they doesn't embed a copy 
of eloquence themselves, they generally only use it if it has been 
installed by another program (i.e. jaws of course, but also IBM home 
page reader, older softwares that still use IBM viavoice, etc.)


I know that the discussion is difficult, for example the status of using 
eloquence with NVDA is not very clear... but I would like very much to 
have a clear answer about that topic, in order to be definitely fixed on 
what is allowed and what is not.


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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Yohandy
I totally think this would be the best method. keep things as they are, then 
for any future games, add the screen reader support.


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 5:16 PM
Subject: Re: [Audyssey] Possible MOTA Features



Hi,

Right. Well, wenever I do begin using real time speech via Jaws,
Window-Eyes, I can look at adding the strings externally, but I think
that's a bit too much work for the kind of schedule I've put the MOTA
project on.

In the meantime I'm leaning to just keeping the speech as it currently
is as a lot of people like Heather. So no need to change it if the
majority of people are happier that way. I can work on making the
xperience a little smoother etc and just work with the wav files as
is.

Cheers!




On 11/10/11, pitermach piterm...@gmail.com wrote:

hi,
If you go for screen reader support, then I'd then suggest you do the
strings in external lng files, so we could avoid the cheating part. I
see how this could help, since in Poland I also know many people who
don't play a lot of audio games, simply because they don't know English.
it would also help in pronouncing numbers, since in Polish (and i'm sure
in other languages) the way numbers over 99 aren't just pronounced by
slapping a hundred at the end of them, so letting the screen reader
handle that would certainly sound considerably better.
As for my actual vote though, I'd rather stick to heather, it just seems
more natural this way and helps get into the atmosphere of the game.
I'd have to agree with what bryan said about using eloquence.


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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Thomas Ward
Hi Quentin,

I'm not really sure myself. Its tricky because the license for
Eloquence 6 has changed from prior versions.

For example, earlier versions of Eloquence that came with IBM Viavoice
were built using Sapi 4, and was free to use with other Sapi 4
applications that supported Sapi 4. However, with version 6 Eloquence
has become fairly proprietary in terms of its end user license
agreement.

However, if you are connecting to Eloquence via COM I don't think they
can legally stop you from supporting the TTS engine since its using a
common interface. What would be illegal is if you created a game and
provided a copy of Eloquence with the game as you would illegally be
redistributing the software, but just adding COM support for it in
your speech API shouldn't be illegal if I got my facks straight.

That's the problem with NVDA. Writing a speech driver for Eloquence is
perfectly legal as far as I know, but NVDA can't ship the TTS engine
with the screen reader legally because NVDA doesn't have a license to
redistribute. That's my understanding of the problem with NVDA and
Eloquence.

HTH


On 11/10/11, QuentinC quent...@cfardel.net wrote:
 Since the discussion has started and since someone talked about
 eloquence, I have a question: is it legal or definitely illegal to let a
 game, or more generally, a program, connect to eloquence directly ?

 I'm thinking on something I saw once some time ago: sapi-to-eloquence
 bridges, or script/plugins or little cheats existing for certain games
 that make eloquence speaking instead of sapi.

 Note that all these things have in common that they doesn't embed a copy
 of eloquence themselves, they generally only use it if it has been
 installed by another program (i.e. jaws of course, but also IBM home
 page reader, older softwares that still use IBM viavoice, etc.)

 I know that the discussion is difficult, for example the status of using
 eloquence with NVDA is not very clear... but I would like very much to
 have a clear answer about that topic, in order to be definitely fixed on
 what is allowed and what is not.

 ---
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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Bryan Peterson
I agree. This game's brought you enough headaches as it is. Finish it as is 
and worry about screen reader support later, especially given the possible 
complications involved in multilanguage support.

They're coming to take me away, ha-haaa!
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 3:40 PM
Subject: Re: [Audyssey] Possible MOTA Features


I totally think this would be the best method. keep things as they are, 
then for any future games, add the screen reader support.


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 5:16 PM
Subject: Re: [Audyssey] Possible MOTA Features



Hi,

Right. Well, wenever I do begin using real time speech via Jaws,
Window-Eyes, I can look at adding the strings externally, but I think
that's a bit too much work for the kind of schedule I've put the MOTA
project on.

In the meantime I'm leaning to just keeping the speech as it currently
is as a lot of people like Heather. So no need to change it if the
majority of people are happier that way. I can work on making the
xperience a little smoother etc and just work with the wav files as
is.

Cheers!




On 11/10/11, pitermach piterm...@gmail.com wrote:

hi,
If you go for screen reader support, then I'd then suggest you do the
strings in external lng files, so we could avoid the cheating part. I
see how this could help, since in Poland I also know many people who
don't play a lot of audio games, simply because they don't know English.
it would also help in pronouncing numbers, since in Polish (and i'm sure
in other languages) the way numbers over 99 aren't just pronounced by
slapping a hundred at the end of them, so letting the screen reader
handle that would certainly sound considerably better.
As for my actual vote though, I'd rather stick to heather, it just seems
more natural this way and helps get into the atmosphere of the game.
I'd have to agree with what bryan said about using eloquence.


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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread Tim Kilgore

My vote is the same please.

Thanks

Tim
- Original Message - 
From: Darren Duff duff...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, November 10, 2011 12:54 PM
Subject: Re: [Audyssey] Possible MOTA Features



My vote is for screen reader support.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, November 10, 2011 1:53 PM
To: Gamers Discussion list
Subject: [Audyssey] Possible MOTA Features

Hi everyone,

As I mentioned a few days back in the USA Games general news letter the
Genesis 3D Engine is getting a major work over in v1.2, and I now have
access to some additional features that weren't available when I ported
Mysteries of the Ancients to C++ a year ago. Which brings up a question I
thought I'd throw out to you, the customers, as this would drastically
effect the final version of the game.

One of the new features in v1.2 of the engine is direct screen reader
support. I was wondering if you are in favor of using the direct screen
reader support in Mysteries of the Ancients v1.0, or if you'd rather keep
the Acapela Heather speech clips present in beta 22?

The reason I am asking is I know there were quite a number of complaints
over the past few months about being able to change the voice, speech 
rate,

speech volume, etc and by using direct screen reader support you could do
this easily. It would also make it easier for me to update an develop the
game as I wouldn't have to relie upon wav files for speech output. On the
downside I have already agreed to help people like Blind Games Brazil to
have them convert the game to Portuguese and I'd feel as though I was
cheating them by changing development of the speech output at this point.
Any thoughts/suggestions here?

Thanks.

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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread john

I like heather, but i'm not leaning very far in any direction.

- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 10 Nov 2011 13:52:38 -0500
Subject: [Audyssey] Possible MOTA Features

Hi everyone,

As I mentioned a few days back in the USA Games general news 
letter
the Genesis 3D Engine is getting a major work over in v1.2, and I 
now
have access to some additional features that weren't available 
when I
ported Mysteries of the Ancients to C++ a year ago. Which brings 
up a
question I thought I'd throw out to you, the customers, as this 
would

drastically effect the final version of the game.

One of the new features in v1.2 of the engine is direct screen 
reader

support. I was wondering if you are in favor of using the direct
screen reader support in Mysteries of the Ancients v1.0, or if 
you'd

rather keep the Acapela Heather speech clips present in beta 22?

The reason I am asking is I know there were quite a number of
complaints over the past few months about being able to change 
the

voice, speech rate, speech volume, etc and by using direct screen
reader support you could do this easily. It would also make it 
easier
for me to update an develop the game as I wouldn't have to relie 
upon
wav files for speech output. On the downside I have already 
agreed to
help people like Blind Games Brazil to have them convert the game 
to

Portuguese and I'd feel as though I was cheating them by changing
development of the speech output at this point. Any
thoughts/suggestions here?

Thanks.

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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread john
MOTA doesn't really use that much cpu as is, though this may just 
be my machine. I've got games (gtc and toc to name the ones that 
come to mind) that blow straight through one of my cores even 
idling. As far as ram goes, unless somebody has a really old xp 
machine, you could do a lot more than the game is now without 
affecting them.


- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 10 Nov 2011 14:23:27 -0500
Subject: Re: [Audyssey] Possible MOTA Features

Hi,

Actually, doing it this way would probably be a lot better on 
over all
system performance simply because the game is accessing an 
existing

speech service. Sapi, for example, doesn't take up that much ram
unless you are using one of the higher quality voices like Ivona 
Amy,
Bryan, Kendra, etc but even then it is better than loading x 
number of
*.wav files into memory for speech output. It will both save on 
CPU
power and memory. I can't see how this would do anything but 
improve

matters for the better.

As for 64-bit that isn't really a big issue. Yes, some 32-bit 
Sapi
voices don't play well with 64-bit versions of Windows, but there 
are

other alternatives like switching over to your screen reader for
speech output instead. So regardless if you are using Vocalizer,
RealSpeak, Eloquence, Dectalk Access, whatever you can just tset 
that

up to be the default TTS engine instead via your screen reader.

Cheers!


On 11/10/11, shaun everiss sm.ever...@gmail.com wrote:
Well it depends what your cpu and memmory requirements are.
i have high quality voices now, with my core2 and 2gb ram on xp 
it

works but yeah things are a bit slower.
On the newer systems the i series i3 and up there shouldn't be 
any problem.

Not sure how 64 bit oses would effect as I have only had 32 bit
experience and it looks good.
Using something like espeak though robotic that it is would 
still be

ok its clear enough.

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Re: [Audyssey] Possible MOTA Features

2011-11-10 Thread dark
this is what I've noticed as well. realseak daniel is fine with sapi and 
indeed how I play most games, however in supernova even in their new 
vocalize form it's just too slow for me.


Actually this also begs the question of why the hell scansoft only do those 
stupid product specific licenses, sinse obviously that's not how their 
voices even work to best advantage.


Beware the grue!

Dark. 



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