Re: Best way to implement screen reader support with BGT

2014-11-02 Thread AudioGames . net Forum — Developers room : Trajectory via Audiogames-reflector
Re: Best way to implement screen reader support with BGT It sounded like he was just trying to figure out a way to separate a file into parts or chapters so they could be spoken at the correct time.I just saved a dictionary in BGT's native serialization format and then just used a

Re: Best way to implement screen reader support with BGT

2014-11-02 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector
Re: Best way to implement screen reader support with BGT But wouldn't that be editable only by a dedicated tool?  I guess the serialization format could be human-readable, but I think the point here is that he wants to separate content creation from programming.  Which is a superbly s

Re: Best way to implement screen reader support with BGT

2014-11-02 Thread AudioGames . net Forum — Developers room : Trajectory via Audiogames-reflector
Re: Best way to implement screen reader support with BGT I can't comment on the screen reader functionality as I've never used it, but I'll add this. You don't need to make individual files for each chapter of story text. If you don't want to deal with parsing a t

Re: Best way to implement screen reader support with BGT

2014-11-01 Thread AudioGames . net Forum — Developers room : install gas hot water3 via Audiogames-reflector
Re: Best way to implement screen reader support with BGT If you home is heated by natural gas you are familiar with the convenience and, cleanliness it provides your home. Unfortunately, you are probably also familiar with the fear and sense of powerlessness that comes with the thought

Re: Best way to implement screen reader support with BGT

2014-11-01 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector
Re: Best way to implement screen reader support with BGT It's worth adding something in particular to this, because I think it applies generally and, in this case, is basically a giant spike through the middle of the conversation.As some general rules that can make questions like

Re: Best way to implement screen reader support with BGT

2014-11-01 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector
Re: Best way to implement screen reader support with BGT You could use something like this:https://dl.dropboxusercontent.com/u/165 … _voice.bgtThat versions from 2011, though.The version in here is newer, but has a (unfinished) word_speaker feature that in practice means it requires some

Re: Best way to implement screen reader support with BGT

2014-11-01 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector
Re: Best way to implement screen reader support with BGT You could use something like this:https://dl.dropboxusercontent.com/u/165 … _voice.bgtThat versions from 2011, though.The version in here is newer, but has a (unfinished) word_speaker feature that in practice means it requires some

Re: Best way to implement screen reader support with BGT

2014-11-01 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector
Re: Best way to implement screen reader support with BGT Sort of.You want to write two functions.  InitializeSpeech, say, and speak.  Your InitializeSpeech function sets the flag, so that you're not constantly checking.  The speak function takes a string and speaks it based on the

Best way to implement screen reader support with BGT

2014-11-01 Thread AudioGames . net Forum — Developers room : Orin via Audiogames-reflector
Best way to implement screen reader support with BGT Hi all,Yes, I know there's the screen reader functions in BGT which I plan on using, with particular attention to the screen_reader_is_running function, as it'll look for any of the four readers if the reader param