Re: One step forward, two steps back with Speech Manager

2014-11-08 Thread AudioGames . net Forum — Developers room : keyIsFull via Audiogames-reflector


  


Re: One step forward, two steps back with Speech Manager

I didnt use an encryption in my speech initialization call. I mean, how would messing with speech options hurt game security? It seems kind of superfluous to me, but thats just my opinion. All I know is that my speech manager works fine. You sure that the NVDA client and SA dlls are in the proper directories? Also, you should know that the keyhook is actually broken due to a recent update to Windows. So you shouldnt be using jaws to test the speech manager anyway.

URL: http://forum.audiogames.net/viewtopic.php?pid=194278#p194278




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Re: One step forward, two steps back with Speech Manager

2014-11-08 Thread AudioGames . net Forum — Developers room : Orin via Audiogames-reflector


  


Re: One step forward, two steps back with Speech Manager

I just did it for the sake of doing it, nothing more really. I may even take it out when I release betas.

URL: http://forum.audiogames.net/viewtopic.php?pid=194320#p194320




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One step forward, two steps back with Speech Manager

2014-11-07 Thread AudioGames . net Forum — Developers room : Orin via Audiogames-reflector


  


One step forward, two steps back with Speech Manager

Hi all,So, Ive managed to get BGT to not generate an error log when running the script, so BGT doesnt have an issue with the set_library_path method anymore. However, even though the error log is no longer being generated (progress), the script still refuses to call speech manager. Its as though it is being ignored entirely in favor of Sapi. I can tell you this--its not commented out.I know this because even with Jaws on, the keyhook is not being installed. I remember having it work yesterday with Jaws at least, but I couldnt get the others to work. Now when I add some music, it doesnt work at all. At least, thats the only reason for why it suddenly stopped working. Now if I could get it working again, now that the lib directory isnt an issue, hopefully itll work with all screen readers and I can start making levels.To fix the error, I simply changed the speech.init call so that the script called it so
 oner. It isnt making the call, though. Ill try and delete the current config file, maybe that may fix the problem although I doubt it.Heres my current code for this:#include dynamic_menu.bgt#include speech_manager.bgt//The main menu, speech and other things.speech_manager speech;sound music;void main(){speech.init(Config, Encrypttest);music.stream(sounds/music/mainmenu.ogg);music.volume = -10;show_game_window(Test);dynamic_menu menu;set_error_output(error.log);music.play_looped();int result;menu.set_speech_mode(speech.mode);menu.set_tts_object(speech.sapi);menu.add_item_tts(start);menu.add_item_tts(exit);result=menu.run(Please choose an option., true);}

URL: http://forum.audiogames.net/viewtopic.php?pid=194225#p194225




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One step forward, two steps back with Speech Manager

2014-11-07 Thread AudioGames . net Forum — Developers room : Orin via Audiogames-reflector


  


One step forward, two steps back with Speech Manager

Hi all,So, Ive managed to get BGT to not generate an error log when running the script, so BGT doesnt have an issue with the set_library_path method anymore. However, even though the error log is no longer being generated (progress), the script still refuses to call speech manager. Its as though it is being ignored entirely in favor of Sapi. I can tell you this--its not commented out.I know this because even with Jaws on, the keyhook is not being installed. I remember having it work yesterday with Jaws at least, but I couldnt get the others to work. Now when I add some music, it doesnt work at all. At least, thats the only reason for why it suddenly stopped working. Now if I could get it working again, now that the lib directory isnt an issue, hopefully itll work with all screen readers and I can start making levels.To fix the error, I simply changed the speech.init call so that the script calls it at 
 script initialization now. It isnt making the call, though. Ill try and delete the current config file, maybe that may fix the problem although I doubt it.Heres my current code for this:#include dynamic_menu.bgt#include speech_manager.bgt//The main menu, speech and other things.speech_manager speech;sound music;void main(){speech.init(Config, Encrypttest);music.stream(sounds/music/mainmenu.ogg);music.volume = -10;show_game_window(Test);dynamic_menu menu;set_error_output(error.log);music.play_looped();int result;menu.set_speech_mode(speech.mode);menu.set_tts_object(speech.sapi);menu.add_item_tts(start);menu.add_item_tts(exit);result=menu.run(Please choose an option., true);}

URL: http://forum.audiogames.net/viewtopic.php?pid=194225#p194225




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One step forward, two steps back with Speech Manager

2014-11-07 Thread AudioGames . net Forum — Developers room : Orin via Audiogames-reflector


  


One step forward, two steps back with Speech Manager

Hi all,So, Ive managed to get BGT to not generate an error log when running the script, so BGT doesnt have an issue with the set_library_path method anymore. However, even though the error log is no longer being generated (progress), the script still refuses to initialize speech manager. Its as though it is being ignored entirely in favor of Sapi. I can tell you this--its not commented out.I know this because even with Jaws on, the keyhook is not being installed. I remember having it work yesterday with Jaws at least, but I couldnt get the others to work. Now when I add some music, it doesnt work at all. At least, thats the only reason for why it suddenly stopped working. Now if I could get it working again, now that the lib directory isnt an issue, hopefully itll work with all screen readers and I can start making levels.To fix the error, I simply changed the speech.init call so that the script calls 
 it at script initialization now. It isnt making the call, though. Ill try and delete the current config file, maybe that may fix the problem although I doubt it.Heres my current code for this:#include dynamic_menu.bgt#include speech_manager.bgt//The main menu, speech and other things.speech_manager speech;sound music;void main(){speech.init(Config, Encrypttest);music.stream(sounds/music/mainmenu.ogg);music.volume = -10;show_game_window(Test);dynamic_menu menu;set_error_output(error.log);music.play_looped();int result;menu.set_speech_mode(speech.mode);menu.set_tts_object(speech.sapi);menu.add_item_tts(start);menu.add_item_tts(exit);result=menu.run(Please choose an option., true);}

URL: http://forum.audiogames.net/viewtopic.php?pid=194225#p194225




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One step forward, two steps back with Speech Manager

2014-11-07 Thread AudioGames . net Forum — Developers room : Orin via Audiogames-reflector


  


One step forward, two steps back with Speech Manager

Hi all,So, Ive managed to get BGT to not generate an error log when running the script, so BGT doesnt have an issue with the set_library_path method anymore. However, even though the error log is no longer being generated (progress), the script still refuses to initialize speech manager. Its as though it is being ignored entirely in favor of Sapi. I can tell you this--its not commented out.I know this because even with Jaws on, the keyhook is not being installed. I remember having it work yesterday with Jaws at least, but I couldnt get the others to work. Now when I add some music, it doesnt work at all. At least, thats the only reason for why it suddenly stopped working. Now if I could get it working again, now that the lib directory isnt an issue, hopefully itll work with all screen readers and I can start making levels.To fix the error, I simply changed the speech.init call so that the script calls 
 it at script initialization now. It isnt making the call, though. Ill try and delete the current config file, maybe that may fix the problem although I doubt it.Heres my current code for this:#include dynamic_menu.bgt#include speech_manager.bgt//The main menu, speech and other things.speech_manager speech;sound music;void main(){speech.init(Config, Encrypttest);music.stream(sounds/music/mainmenu.ogg);music.volume = -10;show_game_window(Test);dynamic_menu menu;set_error_output(error.log);music.play_looped();int result;menu.set_speech_mode(speech.mode);menu.set_tts_object(speech.sapi);menu.add_item_tts(start);menu.add_item_tts(exit);result=menu.run(Please choose an option., true);}Edit: Okay, just had to dele
 te the config. The old one just wasnt working, now were god. Thanks for all the help everyone.

URL: http://forum.audiogames.net/viewtopic.php?pid=194225#p194225




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